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Quinc3y

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  1. Actually I don't think it was that bad or chaotic. My team maybe lacked one leader, but we still got a few rushes going and were defending well on all maps. What I didn't like were the low vehicle limits. Those made it impossible to rush with vehicles and limited the tactics. Short summary of the games: Whiteout Nod defends its harvester and destroys enemy's, Nod gets arties, game over. Volcano Odd game. GDI loses PP early (I'm not sure how?), but Nod can't do anything more than that and is gradually falling behind in points for the rest of the game. Both teams try rocket/gunner rushing and other kinds of inf rushes, but nothing works. At the very end of the game Nod PP goes down to vehicle mass, but that doesn't matter since Nod is far behind in points anyway. GDI win on time. XMountain After some back-and-forth vehicle pushing in the first minutes, Nod manages to gain control of the field and silo area, starts the usual Arty -> WF spam and gains a big point lead. With 6 minutes to go, a sneaky hotty destroys HoN and the game goes intense. GDI pushes Nod to defense, tries med rushing and mobius rushing, but the Nod camp is real. Nod point advantage goes down from ~3,5k to below 2k in the final minutes, but we still win. Complex No buildings are destroyed, but Nod win on points comfortably. Really not much to say about this game, it wasn't interesting. I think we didn't have enough meds to dominate the field, but then again - the vehicle limit was only 8 and we were maxed out almost all the time... perhaps with the limit being 14, the game would have been different. Team Bananas/Madkill win 3-1 and Nod wins 3 out of 4 games. Most games end on time, not many destroyed buildings, no memorable rushes or actions. Meh.
  2. Problem: We all know how stale-matey Field was. But after the new patch that nerfed hotwires and techs, it's even worse. Since hotties and techs can no longer buy smoke grenades, it is impossible to reach AGT, WF, GDI Ref and Nod Ref solo. Which means there are even fewer possibilities do destroy a building on this map and break the stale mate. There is still technically a possibility to sneak to Airstrip, but with a full server you need to be extremely lucky not to get spotted. Other than that, GDI has a med rush and inf rushes. Nod players cannot accomplish anything solo, there is only a stank rush (maybe 1 in 10 works and only if GDI doesn't control field) and inf rushes. There are also spies, but both bases are small and there aren't many places to hide a nuke and also not many ways to enter enemy base as a spy, so they rarely work. In other words, to destroy a building you need a lot of teamwork. It sounds interesting and challenging, but in reality it is only good for PUGs. On public servers you are lucky to have 5 people answering to your calls on teamchat and it gets really frustrating. This is not so much of a problem on AOW, because you can just fight with vehicles for 40 minutes... but yeah, this is also not my favourite thing. Especially how the vehicle area is boring and GDI is so much stronger there. But on marathon public games, the gameplay is terrible and I quickly get irritated. Such games are only good for snipers, people who like to fool around as infantry in the tunnels and newbies learning to play the game. Most games end via voting map change. My proposed solutions: Short-term solution: Make it possible for characters to buy smoke and EMP grenades when having control of the silo. This would at least reduce the stale-mate-ness to the state before patch, but it wouldn't change the map itself. Additionaly, it would also make silo more important, since it lost its strategic value after the new patch. Long-term solution: Expand the map. Add a new vehicle route, that would start between Bar and WF on GDI side and end in Airstrip area on Nod side. Expand infantry tunnels accordingly. That would be a competely new Field, with many more tactics possible. OR: remove AGT and Obelisk, perhaps add some GTs instead. That would also work for more exciting gameplay. I know that the long-term solution needs a lot more work, but yeah... I would love our devs to work on what I think is the worst map that is only good for practice and maybe some fooling around, but not for proper Renegade X
  3. I liked the amount of people and I had a lot of laughs, but the games weren't so good if you ask me Islands Standard PUG-level Islands, GDI locked in their base by arties and flamers. All inf rushes attempted by us were called out early and failed. GDI surrendered after losing Ref & WF to vehicle mass while half of the team was inf rushing. Field One of the most entertaining Field games that I played. A lot of teamwork on both teams, a lot of inf rushes (the 20 engi vs. 20 engi duel in Nod ref in the very beginning was epic ). The first rush that succeeded was SBH outside C4-ing GDI ref. After losing control of the field, being behind in points and having no credits left GDI surrendered. XMountain Nothing special, time victory for Nod after not much action. The only destroyed building was the Nod Refinery, in the last seconds via a gunner rush, but that didn't help GDI with points. I guess if GDI were 14/14 vehicles the whole game or if that humvee rush in the beginning succeded (we almost killed PP and Ref), the game would have been different. GoldRush (interrupted) The game started with a rocket rush for GDI Ref by Nod and some kind of an inf rush (?) for HoN by GDI. Both buildings were destroyed and it benefitted Nod, who gained control of the field and had a 2k point lead when the game crashed for everyone and we didn't continue it. Overall score was 2-1 (2-2 assuming Nod won GoldRush?) and Nod won all games. 26v26 at peak
  4. Walls Bad game, Nod pushed to defense from the very first second and crushed by GDI. Islands Pretty much the same as Walls, just replace GDI with Nod. Unlike last week GDI couldn't Mobius rush in the last seconds, because we lost barracks before. Time victory for Nod. Whiteout Standard arty party leading to slow destruction of GDI base. Barracks go down first, after that GDI tries to APC rush, but doesn't leave enough people defending and loses all the other buildings. Also should have probably gone orcas instead of APCs. Volcano The beginning looked similar to Walls and Islands, team Bong playing Nod and dominating the game with vehicles. WF goes down early, but GDI still manages to defend itself after the loss of the key building. Then at the same time Nod flame rushed and GDI infantry rushed. Airstrip and Nod ref go down in exchange for barracks and GDI PP. Nod defended for the rest of the game, keeping a comfortable point lead and winning on time. Mesa My first PUG game on this map and the best game of this evening. Beginning looked promising for Nod, who spammed arties at silo side and gained a decent point lead, but then Vertiso sneaked in and killed HoN. Shortly after, Nod stank rushed and destroyed GDI ref, which was followed by a counter attack from team Bong that killed the Nod ref. Since then both teams had problems with credits, but GDI was controlling the game and had a 4k point lead. With 5 minutes till the end of map, when it seemed like nothing can be done anymore, Nod amassed arties and killed AGT, barracks and PP in like 2 minutes and won on points. Really a lot of action for a game where both teams had limited credits. I was the only tech in my team for almost the whole game and was all the time busy repairing / remining after all those sneaking hotties. Overall decent games (at least the last 2), team Bong won 3-2 and Nod won 4 out of 5 games (wow). Also a lot of people, 40/40 most of the time.
  5. Yeah it was amazing Islands The starting rocket rush by Nod was one of the biggest fails I saw in PUGs (no offence ). After that it was standard Islands, meds & mrls vs. arties & flamers, the score was even. But with 15 minutes until the end Nod took initiative and accumulated a 5k point lead. GDI couldn't push the Nod army back. And with 2 minutes till the end of game, when it looked like nothing can happen anymore, GDI decided for a Mobius rush. I think 15 mobiuses with 2 Ions destroyed the whole Nod base in the last seconds of the game, meanwhile Nod killed our Ref and Bar. Respect to those 5 GDI players that actually defended the base alone. What a finish and what a turnaround!!! Before we rushed with the mobiuses we knew that we will have to destroy whole Nod's base to win and we actually managed to do it. XMountain Not as intensive or interesting. The beginning was the key, GDI massed tanks while Nod went SBH C4. GDI was stopped and the SBHs managed to kill Ref. Nod's tanks finished the job, GDI was struggling to defend without credits. Complex Once again the beginning was the key. Great rush by Nod leading to exchanging WF for HoN won the game for them. GDI without meds doesn't exist on this map. Volcano A lot of action! GDI was dominating for the bigger part of the game. After 20 minutes GDI had a big point lead and Nod was lucky not to lose any buildings - it looked bad for us. So we decided to give a squad of SBHs a chance and they took the barracks down. With no hotty repairs it was much easier to gain control of the field and GDI was slowly crushed by vehicles. Walls Easy win for GDI. 3 humvees packed with engineers destroyed Nod refinery in the early game, which actually meant game over for Nod, that was pushed to defense for the rest of the game. Soon after Nod base was overrun with GDI meds, orcas and gunners jumping from chinooks Good fun. Team Bong won 4-1 and we saw Nod win 3 games, so that's a positive. Overall great PUG.
  6. Was good! Volcano This time Volcano wasn't as intense as usually. I think both teams were organized and played well, keeping the vehicle count high, pushing back and forth. The two hotwires that managed to sneak in and kill first HoN and then Ref decided about the game, GDI won. GoldRush Also not very intense, typical game on GoldRush. GDI dominating the field with meds/mrls, point whoring the Obelisk and winning the game on time. Nod almost managed to kill the AGT with an early APC rush and if they had succeeded, the game would have probably gone different. XMountain GDI did what it should always be doing on this map - spam meds Nod's organization wasn't the best, we didn't have enough tanks and lost quickly after a few waves of meds. Whiteout Epic game!! One of the single best games I've played on at PUGs. Nod played very well for the bigger part of the game, rushing at all times and not giving GDI time to breathe, let alone take control of the hill After we lost both PP and Barracks and were so far behind in points it seemed that it's game over.... but turns out not! Thanks to Crowsy, who managed to sneak in and take Airstrip down After that we lost our Ref, but we had Bong join us and he immediately organized the epic orca rush that managed to kill both Nod PP and Ref and give us a 500 points lead and a comfortable position to just siege Hand of Nod that at one point went down (did Nod stop repairing on purpose or what was that?). What a comeback! 2-2 draw in total. The teams were pretty balanced and it was good fun
  7. Couldn't be there this weekend. And Kenz, will we get to watch the recording of that nice Lakeside game that we played on PUG 2 weeks ago? Or did you lose it in the end?
  8. Good games (well, most of them), even if all four won by the enemy team Canyon Nod had the initiative for the first half of the game, controlling field and gaining a comfortable point lead. But then GDI spammed meds, Nod didn't buy enough vehicles and we got a classic Ion at the end of strip, which basically meant game over. After that SBHs managed to kill barracks, but that didn't help since we didn't have enough power to counter more meds and Ions. XMountain Awesome game! It started bad for GDI after we lost PP to a sneaky tech (I think?), but then we med rushed with Ion and killed both HoN and Airstrip - we lost Ref in the meanwhile tho. So it was WF & Bar vs. Nod ref & PP with ~15 minutes to go and GDI only a bit behind in points. Unfortunately communication in our team wasn't good, we had no clear plan either... the siege of Nod base with meds & mrls that I proposed took too long to organize and we lost WF to an infantry rush in the meanwhile. Then our vehicles were destroyed with one good airstrike and it was game over again. The final gunner rush failed and APC + nuke rush worked for Nod to kill our barracks. Volcano Another intense game. Quick exchange of buildings in the beginning - HoN destroyed by a gunner rush and Nod PP by a hotty, meanwhile a tech took down GDI Ref. 2 buildings for 1, but I think it still could work in Nod's favour if we played better... unfortunately, we didn't manage to lock GDI in their base, not enough vehicles if you ask me. Instead they gathered credits and just med + ion 'ed us again On a side note, this was my first loss in a PUG game at Volcano My teams won the previous 5-6 games here Under Terrible game Frustrating for me individually, since for most part of the game I was the only med in team with DeVitto on my side as MRLS, while the rest of the team was busy failing to rush PP, failing to spy nuke, exploring the map, fooling around as infantry or doing I don't know what... When it was 10 minutes to go finally people realized that I might actually have a point with this whole 'IT'S UNDER, GET MEDS' thing and Ryz ordered a med rush.... but we never managed to get more than 4 meds online. Nod won on points while not really doing anything the whole game, just having control of the field I guess. Sigh. Even though 3 out of 4 games were really good, I feel random teams did not work this time. Team Bong had better players and was clearly better organized. Anyway, I'm happy that the PUG actually happened and that I could have fun as every week
  9. Much better than last week if you ask me! Walls Nod surrendered after being 2 buildings behind. Easy win for GDI, who looked better organized and destroyed first PP and then Airstrip with vehicle rushes. Nod did try, but all our attempts were stopped. Complex Nod won on points. This map went a bit different from last week and 2 weeks ago, GDI's advantage in field wasn't as big and at one point in the game both sides rushed and WF & Ref was exchanged for Airstrip, which gave Nod the point lead that was held until the end of the game. Volcano Nod won on points. Once again this map made for a really good game. In the mid-game, GDI PP was destroyed by arty spam while GDI was busy outside-C4ing and destroying our Ref. An exchange favouring GDI, but Nod was well organized and held the point lead. Then 3 flamers + 2 arties suprisingly managed to destroy the Barracks and since then for Nod it was just about defending until time runs out. The game saw a lot of denied rushes on both sides. Lakeside GDI won on points. Epic game imo, best I've played on this map. The early game saw apaches rushing and destroying the WF, while a GDI chinook filled with infantry destroyed the Nod Refinery. Big losses for both teams, but Nod had the initiative for the most of the game, the battle concentrated on silos. Nod 2 tank rushes failed, but they were still 1,5k points ahead 6 minutes before the time end. Then the epic APC rush (pictured above) happened! After an intense fight 2 Ions with cover turned out to be enough and the Airstrip went down, getting GDI ahead in points 3 minutes before the game ended. 2-2 draw
  10. Short summary of the games: Complex Just like last week... GDI map won in GDI style. Although this week it was closer, after 30 minutes Nod still had all buildings and was only like 1k points behind - mainly because of using the spot behind silo to point whore WF with arties. Still med swarm seems unstoppable, especially with a well-timed Ion. Field GDI win on points. Typical Field game, GDI dominating the field and Nod trying to push through the tunnels. We even managed to destroy barracks with a rocket rush, but that didn't help at all, after few minutes we were behind in points again. I honestly can't imagine Nod winning this map on PUG-level AOW. There's not much tactics possible - as long as GDI spams meds they will have control of the field and a comfortable point lead (especially with the spot behind nod bunker where mrls can attacks HoN). Nod cannot destroy all GDI buildings using infantry only. What would maybe work is destroying the GDI Ref early in the game with some outside C4 or maybe some lucky spy nuking the WF? Walls Nod surrendered after losing HoN & being far behind in points in the mid-game. As Jeff said, on Walls Nod needs to arty rush and/or sbh c4 early in the game and hope for destroying a building... but they didn't try. I saw maybe one sbh c4 attempt the whole game, apart from that Nod seemed not to do anything but defend. Not a very exciting game, rather easy win for GDI.
  11. So I will write something about the games: Walls Early simultaneous SBH C4 + big arty rush (that wasn't spotted early enough) led to destruction of GDI's PP & ref and their surrender. Very good commanding from Gormomma and teamwork on Nod, everyone knew what to do! Complex GDI map won by GDI in a GDI manner, not much to see here. I really don't know how Nod can counter an organised vehicle mass on Complex... any rushes that Nod tries are risky since GDI can take control of the field and it's so hard to break through the siege of base when meds can kill Nod's vehicles before they get off the strip... Volcano Lack of defence by GDI led to the destruction of WF & Ref in the first 2 minutes of the game... too easy for Nod. Under Just like on Complex, a GDI map (on AOW it becomes even more GDI) won by GDI easily. Once again I didn't see any way for Nod to break the siege and actually do something. When they tried rushing PP in the late game, they had to give up on defence and lost the Ob to a med rush... which didn't matter really since it was clear GDI will win when we gained the point lead and locked Nod in their base.
  12. I think team Yosh/Ryz failed because of bad timing with rushes/not leaving enough people to defend. At least that was the case on 4 out of 5 maps. On Volcano, while you were killing our WF and Ref, we rolled in your base with tanks and destroyed HoN and Airstrip. Considering you already had no PP, it was an exchange in our favour. Training Yard was pretty draw-ish until you decided to stank rush and leave no people defending your base. Your rush was stopped and we nuked your Airstrip meanwhile (not even one engi came close to the beacon). Whiteout, your rocket rush was easily stopped and in the meantime engis sneaked in WF and killed it... gameover. How can you not leave someone watching the side path is one thing, but also early rocket rush on Whiteout is a big gamble. It's enough for 1 person to spot it early and it can be defended. Also you put all your early credits into this, so probably even if you killed HoN, you would have been raped with arties spam. Islands, I don't remember this game that much, but I think you SBH rushed our bar (and killed it) while we just rolled in your base with tanks again... Oh well, good PUG if you ask me. Again a lot of people, that's what counts!
  13. @Ryz I think there was teamwork. Just that we didn't do anything special in all 3 games, just defending and struggling all the time. I'm not sure how to explain the fact that we couldn't push out of the base... I guess it was because team Bong was very well organized or maybe I can blame the maps a little. On Islands it's really hard to break the artilleries + flamers combination - especially with the ref down. The one time we managed this and started the siege of Nod base, we had to return to base because of the triple nuke and lost field again.... On Walls, GDI is usually dominating field, because they have the tools for it. I really dunno how to counter MRLS + mammoths with support from air... we had to defend and couldn't really organise a rush. Some guys mentioned stank rush, but somehow it never happened. On Canyon it's also not easy for Nod to control field and we didn't have enough vehicles for that and got swarmed. But I can't blame anyone since I myself was tired of driving the boring med/light tank for the past hour and played infantry instead. Seems I wasn't alone. And I agree Islands need some change/expanding. It's a predictible and boring map, very campy, too. Just the infantry area is nice, I guess it's a cool map for snipers.
  14. Well, it was far from last week's PUG. This time team Bananas not only didn't manage to destroy a single building, but also didn't do a single coordinated rush. On Walls and Islands, I was sitting in a light tank and med tank for the bigger part of the games, defending and trying to gain control of the field, but we never managed to control field for more than 2 minutes Similar story on Canyon after shuffling the teams a little bit. In all 3 games my team was always on defence and I didn't really see any moment where we could turn the tide. Not much fun!
  15. o7 Let's hope for a lot of people after last week's epic PUG.
  16. Well yeah, this was probably the most one-sided PUG I have took part in. Team kenz didn't even manage to destroy a single building in the 4 games that were played. Somehow it didn't even feel that satisfying when my team was winning I also crashed once and was probably not the only one in my team
  17. Very good PUG! A lot of quite original and effective rushes, some close games and also quick 5-minutes games. Action, action, action.
  18. Fun as always, even if we were losing Shame I had to go after the second map. Also shame that not so many people was there.
  19. Hello, this is my first post on these forums So I was quite lucky with crates on Field today and I managed to accumulate 90% speed boost total. I was asked to record and share it with you guys, so there it is. Perhaps I should have recorded myself compared to other characters/vehicles, but that idea came to my mind after I was already dead
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