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Internal Prac 4th December Post Mortem

Posted: Mon Dec 05, 2011 7:39 am
by Paul
Ok guys. This is the thread to lay out your constructive criticism on last night’s practise. Once again please don’t take anything personal. Listen to what is being said, digest it and then improve.

General
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I know RL issues happen but please can we make an effort to be on time. Generally we should be logging on between 20:00 and 20:29 to start at 20:30 sharp. Also if you are not going to make the prac please let the captain know well before so that 5 minutes before the game we aren’t looking for players.

Can we also just make it a rule that before the match we don’t kill each other. I know both teams had issues where they were trying to explain something to their team mates only to be kill. Ideally we should treat it like the league where we stay in our base until the round starts

Nutz Pro
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Once again, good adapting except for the second round of Metro where (without sounding arrogant) I think you guys were just out played, every other round we had to constantly change up out strats to counter yours. I like, as soon as you become predictably then you have lost the game so keep it up.

Mega and Tyger, you guys were in 1 squad right? Excellent team work, I don’t think I caught either of you by yourself and often had to get Lee to revive me because I took one of you down only to be killed by the other. I was just lucky that I stuck with Lee and knew I would get the revive.

Nutz Cons
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I still see too many people going lone wolf, I don’t know if you were trying to Ninja around or what but you were easy targets. Slodaz and Cr0n0s, I specifically remember taking you guys out with no back up in sight.

Re: Internal Prac 4th December Post Mortem

Posted: Mon Dec 05, 2011 8:23 am
by Thor_23
General
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wrt the shooting people before hand. I shot someone the first time as I thought we will be playing pre-match as per norm. I was tolds afterwords not to kill people and instantly stopped. this was only to be killed several(16 times) by Jarred and Hubris. Its all good and well deciding not too kill people, but please comunicate this to your own team also if that is the plan? We typed in the global chat asking people not too kill and it just carried on.....

Baggers Pro
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Your squad spacing was very well done on damavand as you guys were spread well and still not too far apart. this made it extremely hard to get past you guys. And on metro, once you had us out of the building, it was almost impossible getting back in. you covered all the entrances extremely well....


Baggers Cons
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On metro, whenever someone got shot he would be instantly helped with a revive only to be shot again along with the person making the revive, I think that when a teamie is in a direct line of fire its better not to revive him and rather leave him as you then lose 2 people who then cant be revived.

On Damavand there was also 2 lone wolfs I shot a couple of times who didnt get revives: Jonno and Jarred

Re: Internal Prac 4th December Post Mortem

Posted: Mon Dec 05, 2011 9:45 am
by J_Th4ng
Firstly, sorry about the pre-match kills. Won't happen again.

Nutz Positives

Some great tactical thinking, particularly in Damavand. Capped our back flag a few times, forcing us to move back from B to try and cap it back. Good use of respawn beacons, they were well enough hidden that they took some finding, once more keeping us out of B.

Squad play was excellent. It was very seldom that I saw any of the Nutz on their own during any of the rounds.

Nutz Negatives

I think that sometimes you were a bit slow to exploit the advantages gained. On both maps there were times that you held both A and C, with us holding only B. In those circumstances, we were expecting attacks from both sides, effectively catching us in a crossfire. This never happened. I know that something like this would be difficult to co-ordinate, but would be very effective if you could get it right.

Re: Internal Prac 4th December Post Mortem

Posted: Mon Dec 05, 2011 10:38 am
by Megageth
Can't think of any major Baggers negatives. Well played.

Reading the feedback, I would suggest that we all go back to a BF2 trick and 'nade corpses. Helps prevent the revive and often catches the medic.

I noticed that the Baggers used recon class a lot, was it effective from your side? If so, how?

Re: Internal Prac 4th December Post Mortem

Posted: Mon Dec 05, 2011 10:57 am
by Paul
Geth wrote:I noticed that the Baggers used recon class a lot, was it effective from your side? If so, how?


That was j0nny and I. Specifically for Metro. Hubris found spots where if you deployed 2 MAV's you could cover pretty much all the routes.

Re: Internal Prac 4th December Post Mortem

Posted: Mon Dec 05, 2011 11:11 am
by Hubris
Thanks for the game everyone! Our Recon boys placed motion sensors at map start to try and give us an edge around the middle flag. They also served dual roles as PDW shock troopers when Recon and once they died, switched back to Assault to lend an extra paddle to the mix.

Special sanks to J0nny for once again sticking with this kit and maintaining situational awareness for us despite its disadvantages. We decided the MAV is much more effective than the TUGS, although you may need to place two to cover a wider area. Try aim for a plant as opposed to a fly in.

Comments for Nutz; focus on holding lines of sight and don't chase kills (move up) unless you have to. Holding an L shaped defence draws your enemy towards you and into a kill box (cross fire). There are big bonuses for static shooters over mobile shooters; especially if you can watch a small gap to an approach or door way through cover.

You guys rallied well to push us off B on Metro and hassled us a lot with your sneaky teams on Damavand. I think the strategy you executed was sound, perhaps a little too conservative in terms of pushing quickly to hold choke points to areas which you want to hold.

I really like the smoke trick you used, but it probably should have come sooner and in greater volume. Just beware players hone in on the smoke so maybe use one player to block enemy LOS and the next player as a shroud for where you are going.

Re: Internal Prac 4th December Post Mortem

Posted: Mon Dec 05, 2011 12:26 pm
by s3xy_j0nny
WP, Nuts, there was MASSIVE improvement from your guys since last week. The rounds lasted longer, your squad work was better, and as Paul said, we constantly had to adapt strats to counter what you were doing. One thing about the use of smoke on Metro - you guys should have tried that earlier, it worked very nicely. I know it's something the Baggers will be looking into for use in clannies after seeing it from the receiving end briefly last night.

The only con I saw was that you okes were quite generous about not destroying the sensors and spawn beacons I put down. The only soldier I saw actively destroying stuff I'd set up was Cr0n0s. Quite a few times I got killed moments after placing equipment and then the soldier that killed me trotted off and left my spawn beacon and sensor next to my lifeless corpse.

Use of recon:

Yeah, it helps a lot on linear maps.

- Once you have a spawn beacon and/or motion sensor in a good position, you can switch kits and on respawn these will remain in place.

- Motion sensors also helped on Damavand when my squad was pinned in an area; spawning on them and dropping a beacon right there meant we knew where the surrounding troops were and could choose the best exit strategy.

- I ended up using the AS-VAL or whatever that pimp gun is (thanks for the heads up, Lee) - pretty much exactly like the super silent fully auto sniper rifle in BC2. It's effective from short to long range pretty much and can be fired scoped or from the hip. I recommend everyone try it out as it's useable by all kits.

Re: Internal Prac 4th December Post Mortem

Posted: Mon Dec 05, 2011 3:33 pm
by TygerBS
For Nuts.
Awareness of each others positioning still needs work.
We need to adapt and react quicker.
Metro, first round was good we hustled well.
Second round, we didn't push for B flag quick enough, we allowed the them in, which meant we were on the back foot.
Once we were outside, there was no coordinated attack plan to get through the defens.
Smoke tactic at the end worked, but needs to be more coordinated.
On attack, we need to take our chances more. And this involves communication. If you individually kill 2 or more guys in quick succession, that is a chance to push forward, which must be communicated and acted on.
Separate TS channels for squads is a must.

For baggers:
Metro: U guys didn't use enough tubes and rockets which was a failing I think. It allowed us to push you back at times.
Your covering of the angles was great.
Once you were compromised though you were slow to react.
On damavand, once your tank was down, no one was covering the main tunnel. It allowed us in a number of times.
Otherwise your team work was great. Phatso and co worked well together.
Ducky, you jono, pual and drag i caught out in the open a few to many times, but that probably because i was out in the open a few to many times.

Re: Internal Prac 4th December Post Mortem

Posted: Mon Dec 05, 2011 3:39 pm
by Stu
I too think it was a huge improvement from our previous rounds.

Nutz - Pro's

Better squad work, tighter communication and spotting was increased!

Nutz - Cons

Lack of forward momentum once locked down! We did not move fast enough and capitalise on flag captures enough. Something to bear in mind for the future.
No Suppressive fire we have to concentrate on putting down way more fire power!
Work on squad cohesion and sticking together
I think we still need definitive leadership in clan games and make more calls on the fly! not flycatcher :p
I agree with Tyger communication regarding opportunities should not go wasted, I did a squad wipe on metro and failed to inform the squad and this could have lead to us moving down a corridor!


Baggers - Pro's

Very tight squad formations and movement, excellent use of choke points and cross fire opportunities!

Re: Internal Prac 4th December Post Mortem

Posted: Tue Dec 06, 2011 10:55 am
by Skouperd
My 2 cents, sorry I could not post yesterday, was out of town.

Baggers cons:
- Before the game shooting was really piss poor from all the guilty parties especially after the Nutz offered our practise slots to the Baggers on Wednesday night and we really did not had another time to walk through the map. It was even worse when Hubris (or was it Paul?) jumped into our Channel right after Cronos joined and shot somebody kakking poor Cronos out, only to jump out of the channel and in less than a minute after the uit-kak-sessie, knifed Cronos and myself in the back. Even after asking nicely that we should not be killing, I was killed by Jarrod. As I said, piss poor guys.
- I think you guys had the better team play, but were kind of slow to react to our strategy. In Damavand, we employed the same starting tactic, yet you did not adapt even the second time. When your chopper was shot down, I’ve expected a lot more resistance at your base flag.
- I did not think you had as many medics as we did.
- In Damavand, I was hiding near your base flag, (but not capping it yet) waiting for your tank to respawn so that I could observe his actions before moving / calling the kits. Lep just drove past me straight to the tunnel, the guys spawned on me, knowing that the tank’s ass is exposed, we took it out quickly.
- You failed to take out all our spawn beacons in Damavand, we’ve planted more than one. You would destroy one, but leave the other one. Eventually you needed to commit a dedicated guy (Paul I think) to watch the flag.
- In Metro, we’ve planted a spawn point quite close to “B”, only very late in the game did you guys manage to take it out.
- You guys advanced to take our closest flag on Metro, this resulted in you losing several tickets, against a very weakened team, that could have worked, against a very strong team, that could fail. You guys done quite well to just keep us out of the building, I would have sticked to that position and not risk losing the additional tickets by advancing to our closest flag.


Bagger’s pros:
- Good team work once again
- Nice tactics covering the entrances at Metro.
- Nice support play
- Nice suppressive fire
- Excellent use of choke points
- Great communication on Damavand when you had our base flag and you took out the tank. I did not know where to cover on that.

Nutz cons:
- Tyger being late without communicating, this caused both teams to wait for you to arrive. Please Tyger, the time was 20:00 for 20:30. Not 20:35 for 20:40
- Communication was slightly better. Tyger’ your communication improved a lot over TS but can be toned down even further when you are not the squad leader.
- Cronos was the commander for Metro while Tyger was for Damavand. I think both commanders was good, but as was mentioned, attack orders was too slow to be forthcoming and I don’t think Alpha squad optimised the use of choke points.
- Fly was the squad leader for Bravo, I think it went well but found that as soon as the paw-paw hits the fan that decisions was a bit slow. Nothing a bit of practise can not resolve.
- Some of us where too eager to go for the kills, thereby jumping over suppressive fire to the opposite side of where the medic is, getting killed in the open will not result in a revive. I think it was Ice that complaint about not being revived, sorry, but if you are going to cost the ticket of the medic as well, the call is right not to revive.
- We need to work more closely in our squads

Nutz Pros
- Communication was better than previously.
- There was a lot less “I’ve emptied a whole clip on him” complaints in TS than before, well done
- The medics worked well
- Our starting strategies was efficient
- The spanner monkeys (Mega / Ice / Fly / Slodaz) took great care of the tank when it was in Damavand in the middle
- The enemy tank position was communicated well
- The spotting improved