A piece missing?

Chat about other games.

A piece missing?

Postby Towelie » Sun Oct 02, 2005 9:20 pm

Well I have to say we are getting better along with wiser as to how we play this game. Which to me is an inspiring thing, we just seem to miss a small piece and I can't exactly put my finger on it.

We were smart to attack their base in the third match but we just left our necks out for that sniper. We played much better defense and great communication in the 2nd game to come back from that huge ticket count.

Anyone have any ideas as to what we might be missing?
Image
Image
Image
User avatar
Towelie
Sergeant Major
Sergeant Major
 
Posts: 256
Joined: Thu Aug 18, 2005 2:51 pm
Location: Connecticut

Re: A piece missing?

Postby Gunther » Sun Oct 02, 2005 9:28 pm

Towelie wrote:Anyone have any ideas as to what we might be missing?


Experience.


CPL [TE]Roadrunner Support 40:56 with 1985 Kills & Spec Ops 28:56 with 1333 Kills
LCPL [TE]Darkside Spec Ops 26:54 with 1402 Kills and Assault 7:39 with 390 Kills
LCPL [TE]Towelie Assault 11:11 with 437 Kills and Support 5:57 with 235 Kills and Acc 13% (LMG)
LCPL [TE]Rhonnin Assault 11:51 with 421 Kills and Support 9:50 with 283 Kills and Acc 12% (LMG)
LCPL [TE]Gunther Spec Ops 8:23 with 242 Kills and Support 5:15 with with 137 Kills
PFC [TE]Coop likes Support SF and Medic

Versus:

[DP]Atomicpunk Has 122 hours Assault and 104 SF
[DP]CoximusMaximus likes SF and AT
[DP]Dirtywar Has over 65 hours SF
[DP]Ripper1302 Has 125 hours in Assault
[DP]MrCrumb Has 85 hours with SF and AT
[DP]Spidey Has 48 hours in Assault
GuntertE, Lv 1, NC on Waterson
GunthertE, Lv3, TR on Mattherson
Landain, Lv3, TR on Jaeger
User avatar
Gunther
Lieutenant General
Lieutenant General
 
Posts: 4931
Joined: Thu Nov 18, 2004 10:35 pm
Location: Boston, Massachusetts

Postby rhonnin » Sun Oct 02, 2005 9:32 pm

I agree there, they were much better with the equipment and it was the points that really killed us, here's from the last match:
You do not have the required permissions to view the files attached to this post.
Image
Image
User avatar
rhonnin
Lieutenant General
Lieutenant General
 
Posts: 3759
Joined: Fri Nov 19, 2004 12:40 pm
Location: New Hampshire

Postby roadrunner » Mon Oct 03, 2005 6:56 am

It appears that this group had a lot of experience with ladder match play. While overall experience is important I think the ladder XP is what make the difference. I came away with a few things from the match. We need to do a better job changing our plan during the round. The last match we did try and take the DPs main base but we should have started that push early. We kept trying to take the island base which just led to more deaths.

Maximize the squad system. Dark and Towelie made a good push for their base and it might have succeeded with one more gun. When they started to move toward that base a squad could have been formed with everyone joining it. Therefore when the SL got into position a bunch could have spawned. One the radar it would have shown a single person going there so they would not send a bunch to resist it but then more could have spawned and taken the flag quickly.

While I trust everyone thoughts we need to have someone making overall decisions quickly during the battle. Several times I know I was trying to do this along with others. This led to confusion. Playing the commander and trying to shoot is hard enough so I will allow someone else to make these decisions. Once a plan is not working we need to be nimble enough to change the plan immediately.

I think we did great that second round and really if Dark and towlie were successful we had a chance on the last round.
"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former."

-Albert Einstein
User avatar
roadrunner
Lieutenant General
Lieutenant General
 
Posts: 1749
Joined: Thu Nov 18, 2004 9:08 pm

Postby rhonnin » Mon Oct 03, 2005 11:32 am

I would have been very supprised if a move on their base had worked a second time. Though it seemed like they basically used the same strategy for each match, send 4 to middle base with one set back a short ways to cover.
So far we haven't been having the best of luck with dividing our force, though the tactic is sound it doesn't seem to hold up well in match play, perhaps for the next match we hould work on some rushes.
Image
Image
User avatar
rhonnin
Lieutenant General
Lieutenant General
 
Posts: 3759
Joined: Fri Nov 19, 2004 12:40 pm
Location: New Hampshire

Postby roadrunner » Mon Oct 03, 2005 12:07 pm

agreed. We should try to attack in mass. I put together a simple diagram (because I was bored at work) which shows a possible technique. The spawn timer is at 10 seconds so we should use that to our advantage. I believe we keep the SL back as a moving spawn point and keep hitting them with waves. Hopefully we can walk the spawn point up far enough to take secure the flag. The key is not to keep running back from the main flag costing a lot of wasted time plus we can keep a constant pressure on the opposition.
You do not have the required permissions to view the files attached to this post.
"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former."

-Albert Einstein
User avatar
roadrunner
Lieutenant General
Lieutenant General
 
Posts: 1749
Joined: Thu Nov 18, 2004 9:08 pm

Postby BCoop » Mon Oct 03, 2005 1:36 pm

We just need more experience. My other suggestion is that we have people specialize in two or three kits before each match. In that last match we really need to change our plan of attack, and gone with mostly snipers and SF to take out the guys at the lower base.
BCoop
Major General
Major General
 
Posts: 1324
Joined: Thu Nov 18, 2004 9:45 pm

Postby rhonnin » Mon Oct 03, 2005 2:48 pm

Well, we do seem to improve with each match so far, I would say our performance was better against these guys than it was against LoH they were just much better with the weapons. I don't think they're teamwork was any better than ours but they definately worked well together. Match play is a completely different animal than what we encounter regularly on the server, it's too bad we don't attract more organised teams to our server for practice.
That could also be something to consider, offering a practice night to another team to come and play against as opfor.
Image
Image
User avatar
rhonnin
Lieutenant General
Lieutenant General
 
Posts: 3759
Joined: Fri Nov 19, 2004 12:40 pm
Location: New Hampshire

Postby roadrunner » Mon Oct 03, 2005 4:37 pm

I saw a post on my server providers forum from another clan who would be interested in scrimmages. I could ask them for a practice round for whatever map we are to play in the next match.

yes match play is definitely a different bird. I am guilty of running and gunning during open play but we should try and run organized squads even when we are on the server. Doesn't have to be all the time but we should make a effort.
"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former."

-Albert Einstein
User avatar
roadrunner
Lieutenant General
Lieutenant General
 
Posts: 1749
Joined: Thu Nov 18, 2004 9:08 pm

Postby jakeyism » Mon Oct 03, 2005 6:57 pm

I know i missed Sunday. But road is right we should set a time like 1.5 hrs just to run a TE squad. I know it people might think it is unfair but road its your dime on the server. During this time we select on person to be the SL (does not actually have to be SL) giving out commands. We do what this person says no matter what. Some people have the nack for this other dont, but we should rotated this job.
Jake
Image
Image
Image
User avatar
jakeyism
Private First Class
Private First Class
 
Posts: 25
Joined: Sun Nov 28, 2004 9:02 am

Next

Return to Other Games

Who is online

Users browsing this forum: No registered users and 3 guests

cron