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Ryz

Closed Beta Testers
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Everything posted by Ryz

  1. Small recap from our side: from minute one we had issues getting the team coordinated. A lot of important info was missed cause it was either a) typed and not read b) not mentioned at all Islands For some reason we didn't get meds (enough) while it was been asked numerous times (and there was money). For some reason the defender on the ref (there was someone camping) didn't ask for help and it went down while it could have been saved. The meds who could have cleared the arties didn't move, the repairs didn't go to ref. Whiteout Not enough people sticking to the plan, Dedicated defenders missed the infiltrators, some buildings didn't get mines propely or had no mines at all (overminer?). From there one there was no point playing and we got overrun. Goldrush Initial attack worked on oby, but than it was difficult getting stuff organized for a while. Bar almost died cause there was zero to non reply for it being C4'ed. AGT died cause Schmitzenberg had to abandon it cause another building was getting hit and the repair(s) didn't report in. Strip got killed by sneaker, tide changed, people got organized... Under We knew this was going to be a hard map. When the tunnels or the field was called 'clear' we tried to organize a rush but it took way to long. Even 4 parked (and empty) stanks took 5 minutes to get filled and move out the base when we had the chance AND the people available. The fifth stank (which was about to get bought) didn't come and so 4 hit the AGT and it wasn't enough... Wouldn't consider it a good PUG. Not only cause 'we' lost, but also because there were almost no 'key moments' in which something special happened. It all felt very random. Maybe Under was the best game cause we could hold out pretty long, on the other hand we didn't really manage to get anything going. Also, and I feel like repeating myself, a large part of the game (and the ones yesterday) was decided by bad luck and mistakes...
  2. Well uhm not sure what to think about the PUG. First we started a bit too quick, cause I didn't have time to do a mic check for everybody (along to find out each persons skill). Also after / during Tomb B0NG joined our team and started questioning some orders / stuff I tried to do. He could have lead the team if he wanted, but for a while it was like there were two commanders and this didnt work. This also feedback I received from others later. I wasn't really bothered by this, but some people said it was unclear who lead the team. Also, since I didn't spoke to everybody, some stuff was unclear, like that one defender didn't know how to mine. After the PUG I found out that we had an overminer for a few games. Besides that: during the PUG we had too many people going solo. That was the reason why I left during walls, because even the simplest things got ignored by a large part of the team. Maybe the outcome 5vs1 would have been the same without those people, but than I had the feeling we actually tried more. A lot of potential rushes and attacks got ruined by people doing different stuff than agreed to, Example: - On Tomb (9) people broke formation / plans to go solo... All keep firing that building (people break off formation to go for whatever they see. Would have made the difference between killing the building or not). - Get *insert random vehicle / character.* Only to see 1/3rd of the team (at some point) being SBH, or to see 3 or 4 snipers while there was a question for one. - Suicide and go repair a building. Same thing... - And so on...
  3. Updated!
  4. Or make a message, once it's pressed multiple times, larger. So when you press / Q tag the same building 5 times it doesnt show up 5 times but just way larger.
  5. The 'new' system has been here for a year. Have to say I like it, but I didn't at first. Give it a few more tries and you will see it is indeed better to keep the game going than the 'old' system.
  6. Or just a lack of time, sorry
  7. Thanks for the feedback Denuvian. I didn't watch Glivens video, but I knew they had a lot of vehicles. I would have liked to push out with lighttanks very early in the game, but we couldn't cause we lost the harv. That's where we lost the adventage and I guess no rush would have worked anymore cause Gobi is just to small and we were allready locked up. For the record Denuvian: I am not blaming you or anybody, I just like to keep things 'sharp.'
  8. About saturdays PUG: It wasn't bad, also not great, What I noticed is that our teamchat kept pretty much clear, so that was a really nice start. I also noticed that approximately 1/4th of the team didn't use mics and this made a big difference at some points of the game. Gobi Gobi was obviously decided because it's usually a Nod map. After we killed the harv quickly, we couldn't pull up a large enough force to save our harv and it died seconds before it could dump it's load. Than we saved for lighttanks and prepared to rush. Teammates reported the left flank was clear so we went left, only to run into two meds. We tried to push for the WF but people ignored the request to leave their vehicles behind / ignore them and push for the base. Only a few lights made it and the rest didnt even come. After this the game was over. People really replied good to mines being down and stuff, but we took all game to get 3 SBH's moving to the enemy ref and even than I guess only two got the chance to shoot. I kinda knew we lost after the first 5 minutes Stronghold Our rocketrush almost damaged the oby, but we fired too soon (not everybody was in position). Than an incoming rush to the ref / bar was reported but noticed too late cause the person(s) defending used typed chat primary. The rocketsoldiers where ordered to suicide and go for defence but a lot didn't and we almost lost bar and lost ref entirely. Since there was a lack of money the plan was to save up. When the first signs of a rush where mentioned, the order was to donate two people (Machette and ?) to get a mammy and a med. Minutes later, after repeating the donate request, we got overrun and we died with a lot of unspent money cause the donates just didnt happen and the defence wasnt up, even though enemy attack was reported early. Volcano My plan was to do some small rushes via multiple ways, but Enigmans and Schmitzenberg suggested a rush via the 'new path' on the map. Some others said we just needed to defend, but since Nod has such an adventage early game I didn't want to do this. I am not sure what happened with the rush, but just bad luck I guess. The defenders also didnt hold up (not surprised by that cause of the amount of enemy units). One quick game not worth mentioning... Fort Some luck on our side with the APC rush which killed the HON, but that almost didnt happen cause even rocketsoldiers tried to get in the APC. After this we had the adventage, but didnt use it. It took us a looong time to get meds and some people spent more time on experimenting with Tiberian Sun vehicles ("Hey you can get a Titan...") I almost gave up at this point. We tried one medrush but it failed, also because a Titan decided to block our range while hitting the ref. Finally we got everybody together, but one or two persons kept firing the ref. When they finally stopped, after a few requests, everybody positioned and hitted the ref at once and killed it. Strip was next and almost got saved untill someone held the doors open and we killed it. Complex Early rushes, lead by someone who's name I forgot, failed but it was a good attempt. Overall we had good control, but also bad (and good) luck. At one fase we decided to hit the bar with 3 arties but one broke of formation to kill some meds. The bar took some perma damage,but if we had the 3 vehicles together it would have been more and possibly even get killed. Schmitzenbergs solo nuke, at exactly the right time, is what changed the outcome. After this we repelled rushes and did some nice attacks till Nod won. Overall some good games, but I think a lot of the results had to do with (bad) luck. I also think people should stop doing stuff like experimenting with units during a PUG. When Fort was on, it could have ended totally difference cause 1/4th of the team seamed more interested in new units than teamwork fore a while. Also note that ONE titan can block the entire medrush from shooting it's target from a distance. Special note for the people defending. We couldn't respell rushes (for that we needed the whole team), but the defenders did excellent against sneakers and the defence was solid. Always good if you don't have to worry about that. Next time it would be handier if everybody has a mic, cause we missed some really important info cause it was typed. Untill next week, I guess!
  9. Personally I really hope not...
  10. Just scrolled through this topic and while I'dd like to keep things sharp, I don't think I am sharp enough to react to this topic right now. Keep the comments going, nothing wrong with a little contrastic opinion.
  11. True if you translate it, but Henk knows. Just search 'Saving private Henk'
  12. The idea sounds interesting, but I think this won't work. Why: In order to remove C4 now you have to 'stand' at the MCT and if you are killed, you cant disarm the C4 An EMP would continue to disarm once you die (the way the EMP works now) You can easily 'stack EMP's' with multiple people to speed up the process You don't have to choose what kind of units you have between hotwire and defence class. Imagine 10 LCG's (with EMP's) camping the HON
  13. Gvd, dat werd tijd, ik krijg nog geld van hem! For the non Dutch: Good job Henk, you will make a great adittion to the team!
  14. Volcano was a (big) mistake and one I made... But as Smayhem can confirm we had some difficulties. Certain person(s) going solo all the time while this was not the plan, was one issue. Missing 1 or 2 persons on a 12 players team cause they are waiting for a solo nuke (when not plannend) isn't good. Second: on Lakeside where the bar was overrun we asked for help to remove C4 from the MCT. One person kept quitly remining the bar without reacting to teamchat and had the bar remined when it exploded. We had more 'stuff' like this on some rounds where people were missing or not doing their (key)role, while on others 'we' worked as a solid machine. I have no clue why but it was sometimes too chaotic. Also I wasn't as sharp as on a saturday, but that wasn't the only problem. Too bad I had to leave directly afterwards cause we had visitors coming in our house during Xmountain.
  15. Second that. Where 'the team' was very coordinated yesterday, it was almost impossible to get feedback from the team today every now and than. Some games we had this control and people talked, other moments it was exactly the opposite.
  16. Had some fun last week and this week. Have to say that I made a lot of mistakes past week which got corrected by teammates quickly. This week as a 'commander' I was more sure about stuff, but in fact I didn't have to command too much. The team itself came up with a lot of ideas, suggestions and feedback and I just had to filter them and call out the actions. We had a really good team and never had to worry about mines and stuff. Rushes, in many cases, took less than a minute to organize and we spent very little time planning and much time 'doing actual stuff.' Best thing, and Colin quoted this: "Nobody was blaming eachother." On the other hand we had quite some luck with people sneaking in. Thanks for playing everybody!
  17. My gf's family has roots in INdonesia, but I doubt I can convince her to fly there for a game not to mention the costs No mail / post option?
  18. Voted. As for the vote; won't leave the game for real if mines are removed, but it would certainly take away a bit of the feeling. Mines should be changed though. I'll see what turns out of the vote(s).
  19. Done: maybe someone can send you a stick / CD with the game + updates?
  20. Send the map files over to someone else and have him / her build the lights?
  21. Problem = in PUB you rely on teamfeedback... This is more PUB behaviour, one person can change the outcome complely in both games, but you don't expect this in a PUG.
  22. Done! Keep me updated about the progress.
  23. Second that: - When you still could get any vehicle due airdrop everybody complained - Now you can't, people also complain
  24. Looks VERY nice!
  25. You shouldn't download these ingame. Really slow, use the launcher to get the maps for you! Edit: What KrypTheBear said
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