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Quinc3y

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  1. Yeah, I guess enough has been said about this week's PUG, not gonna bother with the recap I do agree that, in the beginning, putting all 3 commanders on one team wasn't the best idea. I wasn't the one picking teams, but also I admit I wasn't willing to change, because I simply didn't feel like being the commander. The other team made so many mistakes, mainly connected with bad defending. And Lakeside was so lame... officer rush, really? Since when infantry rushes work on this map? 1 in 100 maybe. And officers cost credits, which means you won't be able to get orcas early. And first harvester here is imo as crucial as first harvester on Whiteout or Volcano and you let me kill yours solo with a flamethrower. And I didn't even mention leaving barracks unprotected here
  2. Mesa A lol 4 minutes game. GDI made the mistake of not watching the path to their ref and lost it to 3 engis. Then they stopped repairing and let their base die to arties/flame tanks. I think that was a kinda early surrender. If GDI could hold on to the rest of the buildings for a few minutes, one lucky hotwire might have turned the game around. Volcano As usually, Nod won the harvester battle and took initiative in the beginning. WF and PP fell to vehicle mass. But, while Nod was busy destroying GDI base, 2 hotwires destroyed both production buildings. Bar + Ref > PP + Ref, but at that moment Nod was 1,5k points ahead (which means they could just defend) and had a single camping flame tank. GDI, forced to attack, APC+ion rushed and failed. Nod's response, APC+flame tank+nuke on back of barracks succeeded and soon after GDI surrendered. Canyon GDI won the harvester battle, which helped them to defend from the first arty spam, but that was the only original/extraordinary thing about this game. 30 minutes of vehicle slugfest, with GDI being ahead on points and finally ioning the end of strip, game over. Complex Close game. GDI with field advantage most of the time, but a stank rush first badly damaged and after that next one destroyed WF. Still, GDI was comfortably ahead on points (meds damaged HoN at one point), had a few meds left and all they needed is to camp. They failed though, few stanks + SBH shooting repairs destroyed ref and with a few minutes to go, Nod was a few hundred points ahead. GDI gunner rushed in the final seconds and only 5 gunners managed to damage the health of airstrip, but not enough to close down the point gap. Literally 2-3 more gunners and GDI would have won. GG. 3-1, ~15v15. GG.
  3. Hello Newbie! Was good to have you with us. Thanks for the compliments. About specific roles - sometimes I do that, but sometimes I think it's trying too hard. Depends on the map and amount of players. And commander role isn't the same as commander in the commander mod - I was the commander in our team, but we had no commander that would use the mod (for the latter you vote in game in the ctrl+V menu). That's why you saw nothing in the objective tab. I don't really like using it (influences my gameplay) and no one volunteered so we did not vote. And as Jeff said, a lot of mics cause a lot of chaos. This time it was 12v12 at most, so there was order on TS, but it's not the case in every PUG... we've been through the discussion on how to use teamspeak properly at PUGs in this thread already.
  4. Yes there are, Ryz And nice video xtractor haha! Shame u didn't include that moment in GDI PP on Mesa
  5. Yeah, a lot of games and balanced teams Snow The initial infantry chaos resulted in WF getting damaged to ~50 health. After a few minutes of arties vs. meds, somehow (sneaky stuff I'm guessing) both airstrip and WF blew up within 1 minute. GDI then took the initiative, controlling the wall with patches, mobiuses and gunners. A gunner rush managed to damage the health of HoN at one point. But Nod patiently defended and airdropped a few APCs, that, combined with 2 nukes on barracks, finished the game. Whiteout Not much to see here, Nod winning the first harvester and dominating. Arties killed ref and PP first, then apaches finished WF and barracks. GDI could do nothing. Mesa See above, except there were no apaches. Both first harvesters were destroyed, but that didn't stop Nod. Arties killed barracks, then a tech destroyed PP. The rest of the buildings fell one after another. That weird humvee rush on Nod ref in the very beginning was interesting though. XMountain Despite GDI taking control of the field with meds, a few stanks managed to sneak through and kill GDI ref. Soon after some sneaky magic and the airstrip was dead. Then GDI rushed with 2 APCs + ion and destroyed ref, but while that was happening Nod destroyed all 3 other buildings within a minute by 2 nukes and a tech/SBH infiltration. Field Weird game. Rocket rush on barracks in the very early game didn't do any damage. But just after that, a triple tech infiltration... hell yeah. At one point me, Newbie and Luhrian spammed "Defend c4 on MCT at AGT/WF/Barracks" independently. And that was without any coordination. GDI saved AGT, but WF and bar were destroyed. That should normally be game over - especially how the first stank rush destroyed all vehicles that GDI had left - but apparently rocket soldiers and 1-2 camping hotwires are enough to stop all kinds of rushes, even 8/8 flame rushes... Fortunately GDI surrendered to save time - they had no chance to win anyway because of the points difference. Fair play to them. Walls Early Nod APC rush got WF down to 30 health. They tried to finish it with an apache rush, but failed and meanwhile a hotwire destroyed PP. Another Nod attempt to finish WF off, an SBH outside c4 rush, failed as well (but got very close). GDI responded with a 5-man gunner rush from plateau (lol), that targetted ref and provided decoy for a hotwire who destroyed HoN. Nod kept trying to finish WF, this time with stanks... was expected and failed. GDI finished Nod off with a big orca rush. On a side note, GDI gave away at least 5 vehicles to SBH in this game. The score is 4-2 for my team, ~11v11. Nod won all games except for Walls, but that's because we sticked to the rule of losers picking next map. As GDI lost first, they picked a Nod map next and so on - as a result, most maps played were Nod maps. That rule helped to keep the PUG balanced, too.
  6. Will the PUG happen? Servers seem unstable again.
  7. I guess I just don't like base defences Also at the moment they're not balanced, because Guard Towers are so much better than Turrets and GDI already has a general advantage on most maps. Gun/rocket emplacements on this map would probably be better.
  8. Looks similar to Walls. Also that's way too many base defences.
  9. Oh man, such a hard question I've played too many to remember. From the ones I remember, the last moments of this one is a classic: There were also some pretty sick games on Mesa, with great comebacks. And that one game on Whiteout, when we made a comeback from being 2 buildings down as GDI with a single orca rush, I still remember that. But looking not at single games but at PUGs as a whole, the best PUG that I played in the last year was probably the one 2 weeks ago.
  10. 1 close game, 3 meh games. Walls The early arty rush was defended and after that Nod never stood a chance in field. First, a lone gunner (?) infiltrated Nod PP and took it down to ~50 health. Soon after meds finished it up. Next fell the airstrip, to a beacon with air cover and Nod surrendered. While our base was under siege, my team tried stank rushing and SBH c4, but team fffreak was good enough to not only dominate the field but also to keep 2-3 people constantly camping and looking for SBH. And that was also the case in the next maps. Somehow I don't like starting PUGs with Walls. It's so hard for Nod to get a grip in the beginning and establish themselves on field, especially when the better players (better vehicle drivers/snipers) are in GDI. I think Walls as Nod is my least favourite combination on a PUG. Lost far too many games like this here. Goldrush The closest game, but not that intense. With both teams camping sneak paths, the first 30 minutes were a vehicle slugfest, meds vs. flame tanks and with 10 minutes to go the score was roughly equal. Then Nod combined a nuke behind PP (got disarmed) with a stank rush that damaged our AGT and they went a few hundred points ahead in score. GDI responded with a 5-man gunner rush on HoN that damaged it to ~30 health and score was equal again. Finally, with 3 minutes to go Nod launched a stank rush that finished up the AGT and GDI surrendered. Mesa Not much to see here. Arties and flame tanks > GDI. They didn't lose a building for the first ~20 minutes though which was already an achievement considering how difficult it is for GDI on this map. But then ref, bar and pp all fell within 2 minutes and GDI surrendered. Volcano Chem rush was defended and both first harvesters destroyed. Early artillery spam was fended off by meds and GDI looked like they could stand a chance. But then SBHs C4'd barracks. It was risky to contribute like 5 SBHs to this, but GDI didn't have enough tanks to press Nod at that time. With barracks down, GDI tanks had no hotwire support and arties and flame tanks finished this. 3-1 total, ~14v14. Not a bad PUG, but the games could be more interesting.
  11. Oh, I believe it was his internet's fault. Also notice how his teamspeak died. He lost connection at 8:26 and fell from the plateau, so when he was moving with his character it wasn't actually happening in the game - hence the teleport. He 'died', because the game kills you when you lose connection. Then he reconnected after like 20 seconds and the game didn't get to kick him from the server.
  12. Amazing job, Jarzey. I am planning to evalute some on maps (I must have played each map a few hundred times by now, lol), but will wait for the new releases as well.
  13. For those enjoying watching this, just a reminder that Gliven is kind enough to upload the PUG games on youtube. His channel: https://www.youtube.com/channel/UCBh-Xn ... Jng3qFhiew And btw - does anyone know what's up with DeViTTo? One of the best and most consistent PUG players and I didn't see him for a long time.
  14. Not as good as last week (obviously), but yeah, still some good games. More one-sided this time. Goldrush GDI controlled the game with meds for the first 20 minutes or so, destroying a lot of Nod harvesters. Then Nod managed to pull off a successful stank rush that destroyed AGT and soon after a tech took WF down to 20 health and Nod was about 1k points ahead. GDI didn't panic though and kept rolling heavy tanks out. 5 of them combined with an infiltrating sydney destroyed the Obelisk and soon after a hotwire destroyed the refinery and GDI had a comfortable point lead. Nod tried flame rushing as a response, but failed. Then, while Nod was busy SBH nuking GDI base, another wave of tanks rushed in their base and finished it up. Islands Best games of Islands in a while - because it only lasted like 2 minutes and we never made it to the vehicle slugfest part. In the very beginning Nod chem rushed the tunnel, while GDI grenadier rushed the long way (I think). Chems were much more effective and destroyed the whole GDI base. Nod won Islands on PUG for the first time since many months I believe. Walls Nod destroyed the first GDI harvester and kept theirs alive and then rocket rushed. The rocket rush was spotted early and didn't do any damage, meanwhile an engineer and officer destroyed HoN. Nod did have one technician left who mined the base, but that didn't save the airstrip that got destroyed by a hotwire soon after. Nod managed to accumulate a few stanks though and those rushed the GDI base. They would have probably destroyed the barracks, but orcas and meds destroyed Nod ref and PP faster and it was game over. Whiteout WF and HoN were destroyed very early on - GDI didn't manage to buy any tank and Nod didn't have a technician => no mines. But two people camping played the role of proxies and killed a lot of hotwires during the game. It felt like GDI had no idea what to do for the rest of the game. Nod first spammed artilleries and when that didn't work we went for an apache rush that destroyed the PP and got ref down to 15 health. The next apache rush failed so we went for stanks and were spotted early, but still managed to finish the ref. Finally, barracks went down to mass artilleries again. Volcano GDI (my team) played bad in the first 7-10 minutes, never making it over 3/10 vehicles, losing all harvesters and not killing a single enemy harvester. I thought this should be enough for Nod on Volcano to just demolish us, but it felt like they didn't commit to arties/flame tanks either and didn't even damage any of our buildings' health. So we just got meds and MRLS and did what we had to do. At one point our advantage was big enough to rush in the Nod base and we destroyed all buildings but the airstrip. In the meantime, since our base was almost empty, we lost our refinery to not sure what, but that didn't help Nod and a beacon finished the airstrip soon after. Snow Hands down the best performance from team Yosh this evening - GDI defended from the early chem rush and spammed meds. Soon enough the meds rolled in Nod base and we couldn't get rid of them. An ion destroyed the airstrip and HoN was destroyed just after that. I feel we couldn't do anything once we had multiple meds with repairs in our base. 5-1 total, ~12v12. I had fun. The teams really look balanced, but somehow one dominated most games.
  15. Yeah, really a great PUG. I can't remember a PUG where in every game each team destroyed at least one building. Canyon Drawish for the first part until GDI managed to push Nod into their base with meds and destroy the airstrip with a beacon on the end of it. Meanwhile a tech destroyed WF and with about 20 minutes to go both teams were left with hardly any vehicles and GDI was 1k points in front. After that both teams tried a lot of rushes (sydney rush, rocket rush, sbh rush, apc rush) and damaged a lot of buildings' health, but destroyed none. GDI won on time quite comfortably. Grassy Knoll Started like a standard game of Grassy Knoll, GDI taking control of the field with meds & mrls and destroying HoN. After that Nod was defending very well for a long time. They also managed to sneak a few stanks past the line of GDI siege. Those stanks destroyed GDI refinery, while Nod refinery also went down to the sneaky "I count to 10 and everyone stops attacking then I count to 10 again and everyone starts hitting their ref" tactic, credit to Madkill. When Nod started preparing another stank rush, GDI rushed with ion at the end of strip and that finished the game. When the ion countdown was ongoing, 2 stealth tanks destroyed the WF. That just showed how poor our defense was in this game Goldrush At first, standard Goldrush: GDI infantry rush on HoN failed, after that they dominated the field with meds. Then a tech destroyed WF and Nod was on a 800 points lead with ~20 minutes to go. At that point GDI gunner rushed and destroyed HoN, meanwhile an SBH nuke'd GDI PP and a single artillery brought GDI ref health down to 30. After that it looked kinda like the Canyon game - both teams tried various kind of vehicle/infantry rushes, but all were defended (although some were close) and Nod won on points. Walls A crazy game. After first harvesters were both saved, Nod went for a rocket rush and got GDI ref down to 30 health. GDI responded with an APC rush that destroyed the unmined HoN. Nod tries double Chinook and got GDI ref down further to 5 health. GDI responded with an orca rush with double ion and destroyed the airstrip, leaving Nod without production buildings. I'm guessing Nod would have surrendered at that point, but 15 minutes of the game had not passed at that time. And they made a small comeback - an engi sneaked and finished the GDI ref. Some time later, Nod managed to dominate the field with rocket soldiers and APCs and after damaging the health of WF and barracks they were only 1k points behind. But GDI managed to save up for a med rush that destroyed PP. Nod APC rush was then stopped and answered with another med rush that destroyed the ref and ended this epic PUG. Damn GG. ~13v13 most of the time, team Madkill 3-1 team Jeff. I sure did miss Renegade X.
  16. I believe this is the fault of the soft boundaries bug, not of that spot itself. It's probably relevant to this thread that I made some time ago: viewtopic.php?f=124&t=76274
  17. So are we sure there will be PUG tonight? I saw servers being very unstable in the past 2 days, including CT servers going off.
  18. I'm good here in my old Europe
  19. Sorry, I was watching the Champions League final, hope someone can do my job of pug reporting
  20. Good post, Jessica. About stale mates and lack of teamwork: I think both are the results of the current game state that doesn't promote teamwork. It is too easy to defend, too easy to stop a rush and too difficult to destroy a building from the outside. 1-2 campers can usually stop a rush of ~10 people. That's why I usually end up playing solo/sneaking, because I know that this is most often the way to win. There is no incentive for me to participate in rushes and communicate with my team other than spamming "get tanks" and "mines". There's plenty of ways to change it, Jeff mentioned some in the other thread. I think this should be the priority for now. For more tertiary objectives, I saw a lot of cool tech buildings being worked on. That's something to think about, perhaps also adding them on the old maps/replacing existing boring silos. For recovery options, I agree that making a comeback after losing a building is too difficult now, especially when you dont have any sneaky people in team. But remember that the team that destroyed a building should benefit from that as well. It's very difficult to find the balance here.
  21. Okay, good point Does it only work with characters with a speed bonus? I managed to do this with a patch but couldn't with a hotty. Nice! Indeed it's possible, but very difficult to pull this off with anything but an SBH in the actual game Also Razmann's way of mining HoN is probably best.
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