2fort engine fine-tuning February 23, 2008
Posted by r4malice in Clan News.2 comments
While Link has posted up a few *cough* a lot of useful tips we should take note of in Gravelpit, I thought I could contribute by fine-tuning a few minor details in our 2fort. Especially after last night’s long, long, long battle with Aww.
Last night’s 2fort saw us taking the early lead 3-0 against Aww. Now with that the case, I’m sure anyone would have expected us to win, but Aww adapted and managed to surpass us and eventually win the game. It’s quite obvious from here that adaption is another key thing when it comes to scrims, like Link has said, the situation can change anytime. This is just how I think we could have adapted during last night’s 2fort.
Few things first.
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When we have 3 flags, the pressure is on them, not on us.
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We focused on defending our own intel after they managed to capture ours once
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We did push to their base to get the last cap, but for the most part they respawned on top of us and easily defended
Here’s what I think we could have done. While they were pushing into our base, occasionally their demoman spawned camped us. Now, we did manage to take him out a couple of times and when we came out, their 2 soldiers, 1 medic and scout were in the intel room. Here is where we went wrong.
Malice:
Instead of going down and taking them out, what I feel we could have done is to ATTACK them while they were in our base. 2 soldiers, a medic and a scout means 4 out of 6 of their players are not there to stop us, which makes it easy for our attack force to get the intel. Which is CRUCIAL because we only had 1 more cap to win the game! We didn’t even have to take it all the way back, we just had to take it out of their base, even if we had died along the way, the intel is still in an area where it’s going to be much much more simpler for us.
That’s my two cents for last night, as usual, you guys should feel free to edit this post and post in your comments and whatever you think we can improve on. Feedback will help us improve. Admitting our mistakes is the first step to correcting them. Please, post your name with whatever you added so we know that something is new in the post.
Same goes for Link’s gravelpit tips, if you have any to add, and I’m sure you do. Do the same!
On a side note, we’ve all seen and felt how 1 hour of training/preparation can make a difference in our performance. Hopefully we’ll be having more training sessions from now on (weekly) covering the usual strats, tatics and scenarios. If possible I think it would benefit us greatly if we prepare ourselves say, 30mins or so before the actual scrim, warming up and going through strats.
Keep it up r4
Mou5e:
Might apply to all. While attacking into the enemy base. It would be good to notice if the rest of the attacking squad is dead or not. Once or twice, when the other soldier / demo / both went down. Leaving a medic and soldier, it would be better to retreat. To notice the death might be hard if in a messy situation. A solution to that might be, if i went down, tell the alive soldier to retreat from ____ place where it is clear.
Hopefully this would allow more alive time and prolly be able to defend when they push it back while some of us are waiting to respawn.
Then again, the comm is finally working very well for us. Knowing the name of each position clearly was definitely a extra boost.
keep it up guys. =D
* Lets meet at the hole place next time. LOL! Best naming. =X *
If you fail to plan, you plan to fail February 22, 2008
Posted by linkstatic in Clan News.add a comment
What with Friday fast approaching I decided to give more bite into the food-for-thought “medic carry” approach to organized teamplay on gravelpit. It’s most easily demonstrated, I think, by way of example instead of wordy rhetoric. So here’s a little scenario:
(I’m sure I missed something out guys so help me out here. If everyone in the group’s thinking the same someone isn’t thinking)
Pink’s “What i would do if I were medic” – a rundown of responsibilities and priorities of each class
Soldier
Soldier 1
1. Cover B roof
2. Watch entire area, especially back of B house
Soldier 2
1. Cover roof of small hut next to B
2. Harass right B tunnel
Dual Soldier combo
1. Dual rocket jump to protect/attack C cap point
2. Protect B house
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Demoman
1. Spawn camp forces initial uber
2. Grenade spam can shut off an entire entrance
3. C defense by use of stickies
Soldier-Demoman combo
1. Recovery of B/C with use of sticky jump and rocket jump combo
Demoman-medic combo
1. Sentry/ dispenser destruction
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Scout
1. Capture/Defend point A. As long as red scout stays alive in point A, the enemy scout cannot capture it in peace. The blue scout rarely has any other choice but to forsake capping and fight. A constantly victorious red scout can ensure blue has no choice but to route forces from B to A.
2. Harass the enemy by traversing between A and B in the small tunnel
3. Deny all med packs. When A is out they’re basically living off the land and they’re medic
4. Destroy the medic- but only when heavy is distracted
5. Kill snipers trying to take out soldiers on roof
6. Help clear the roof, or hiding enemies. Remember the scout can travel everywhere.
Dual scout combo
1. Ensure a quick victory over A.
2. Harass the enemy team if they’re running pyros, spies, snipers- or if B defence is doing very well and would like to better reinforce A
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Sniper
1. Clear the roof
2. Defend B by covering the C entrance (if blue has taken A)
3. Take down enemy medic
4. Take down enemy demoman
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Heavy
1. Be the medic’s weapon (or “hand”, so to speak)
2. Provide support fire
3. Cover entire entrances
Heavy-medic combo
1. I think this speaks for itself- the heavy medic combo is a goddamn entity and a monster truck. Remember how 5 zords couldn’t do jack but combined into the megazord they pwn anyone? Same difference. You combine medic and heavy, you summon captain planet. Stand on caps, win stand offs hands down, face 3 enemies at once. Be the meat of the team while they provide the firepower
2. I do not, though, think this combo should be used to take down sentries. They get pushed back too much. If left with no choice though- I strongly suggest the medic dance in front of the sentry to draw its fire, allowing the heavy to advance. When ubered, of course.
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Pyro
1. Create confusion in confined spaces. Running around inflaming everyone is extremely visually distracting- especially in somewhere like B. Teammates can use that opportunity to wipe the opposition out with ease.
1. Sentry destruction
2. Retake/clear a crowded B or A point.
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Spy
1. Sap teleporter entrances
2. Sap sentries- A well times sentry sap may mean we don’t have to blow an uber
3. Take down enemy medic
4. Take down enemy demoman
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Engineer
1. Seal off entire vantage points with sentry- eg: Ramp at B house covers left B entrance. Right cubby in B house covers B house main entrance. Left C ramp covers an attack point from B. Et cetera. (Remember- good sentries aren’t there to stop an enemy. They’re to force an uber)
2. Teleporters ensure red team reaches B faster, reducing the spawn time difference.
3. Create dispenser for heavy and roof soldiers/demomen
4. While not repairing or attending to the sentry, the engineer can make a vigilant spy defense since he does not have to worry about fighting as much
Engineer-Heavy-medic
1. Seal off both entrances to B.
2. One forces the uber, and the other will still be around to defend
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Medic
1. Watch out for Enemy backstabs, spies, demomen or soldiers sneaking around the back. In other words, cover the blind spots of all teammates.
2. Make plays and give orders
3. Keep roof soldiers/demoman healthy
So for example I’d start the match with Engineer, heavy, medic, 2 soldiers, and a demoman. Assign the demoman and one soldier to spawn camp. If anyone dies and A is being taken, swap him to scout (unless he’s medic, heavy, or engineer). If engineer and sentry gets killed change him to pyro temporarily. Roof taken? Assign second soldier to retake it. Second solly not available? Assign scout. Sniper trying to take someone on the roof out, and no scouts? Assign a solly to do it instead.
Be water, my friend
Always remember though- and I cannot stress this enough- War is an art and as such is not susceptible of explanation by fixed formula. The game WILL change, the situation WILL change. The medic needs to direct his cast to an ever-changing scene, and make opportunity his script. Any technique, however worthy and desirable, becomes a disease when the mind is obsessed with it- because it’s not the strongest or most intelligent species that survive; it is the one most adaptable to change
Ok, that was waay wordier than i hoped.
Update: Hey guys in case anyone would like to carry the onus of the being the team’s sniper, here are a few great tips to check out
Serious Nerd- Sniper class tips
Malice:
Hi guys, I thought this website would be useful.
Effective Strats and Strat Calling
What we have here is a failure to communicate February 18, 2008
Posted by linkstatic in Clan News.Tags: Gravel Pit, Teamwork
4 comments
A long drawn battle with aww led to a debriefing highlighting things we kinda knew, but never really worked on in the past.
- TF2 and work don’t mix. We’re talking soy sauce and ice cream.
- Our class choices, strategies, and formations are about as abundant and diverse as the amount of official TF2 maps.
- We have communication issues.
Yes, communication issues. We’re all guilty of it, but the discussion came down to this: The less guilty we are, the more we ought to win. It’s a simple equation-
chance to win = strategy employed (this boils down to formations, movement patterns, sentry positions, classes used, role assignment) x skill of team (frequency of careless screw ups, individual class usage, team communication)
Let’s skip our limited playstyle as an issue for today. Baby steps.
Team communication is a lot bigger than we give it credit for. It doesn’t involve simple speech or shouting that a spy’s behind someone like a maniac. It’s also more than giving out key enemy positions and screaming “SAP OLEDI SAP OLEDI MOVE IN”. Team communication involves the affinity between teammates and reading their movements. Team communication goes beyond words- so i’ll list a couple of examples.
- Knowing when mouse is going to RJ up to point C so that malice can do the same
- Knowing malice is going to cover the right ramp so that mouse can cover the left
- Security in knowing that standing in front of the enemy uber-heavy combo is safe with our own uber in the bag
- Knowing when to move in with a flanking squad
- Knowing who will attack what
- Knowing where to draw or route enemy towards (i.e towards lone’s scout or towards pink’s heavy)
- Knowing which entrances are well covered and who’s back is covered by who
Amongst other things that we more often than not take for granted. It’s amongst the long list of issues we need to smooth out but what i thought was a valuable little gem brought up during the debrief was this: Every class has it’s own important role. HOWEVER, especially during defence, the medic has the unique job of carrying the team. Without the medic in that B house, the entire team is so ridiculously vulnerable- take the medic down and everyone dies for 17 seconds. He’s like the golden snitch of gravel pit. With that in mind essentially the medic should, and could, coordinate attack movements, call certain strategies, dictate classes and cover blind spots. Act like a commander if you will. Creating an organised defence or offence is much easier without a thousand and one ideas running about.
The medic has the world to carry, and he has to be comprehensive, decisive, calculating, perceptive and have a good amount of gameflow knowledge and his teammates’ abilities- all while staying ALIVE. That’s quite a bit of responsibility to bear. He also needs a team that trusts in his decisions.
There’s also the not-so-startling revelation that our gravel pit needs work, and that our strategies are about as gritty and rough around the edges as, ironically, a pit of gravel. So here, i’ll kick off contributions by offering the following links;
Of course, feel free to leave any thoughts, strategies, and tidbits about the map in the comments. Or bring anything up at any time. Please. The more the merrier- we might just inadvertently stumble upon our next scrim winner.
So we’ll see what work we have to do, come Friday. Malice and mouse often reiterate that we have the skills and intuition, but poorly applied. I tend to agree. World class ingredients, sub par recipe. Enzo Ferrari, bad driver. It’s a matter of smoothing out the edges of a badly extracted diamond, but it’s all a matter of time.
On to serious stuff February 17, 2008
Posted by r4malice in Clan News.add a comment
Okay guys, first post here.
We’re going to take the clan a step further, and in order for us to be a well co-ordinated and excellent team, we’re going to have to do more than just take part in scrims. Preferably, from next week onwards, when everybody has less things to deal with, we can start with our clan trainings/practices. These will be vital as we will be exchanging/discussing strats for maps as well as putting some into action. Attendance is encouraged greatly! Take it as a little team bonding session
I plan to have trainings on friday nights, and application of what we’ve trained during the weekend scrims. If there is any problem, or you have a brainwave/idea/feedback whatsoever, feel free to post a comment up or message me in game.
Anyway, in order to be a bit more organised, we have decided to place a 2 class limitation. Below are the classes you have chosen so everyone can take a look. Please inform me if there are any mistakes.
Mouse: Soldier/Scout
Fieryspirit: Soldier/Sniper
Yanhao: Demo/Medic
Lonereaction: Scout/Spy
Malice: Soldier/Heavy
LinkStatic: Heavy/Scout
Portal: Medic/Soldier?
Note*: Portal has not given his secondary class choice yet, will update that as soon as he has given.
Other than that, we’ve come far from being a new clan to one with relatively good overall skill, the next step is for us to learn how to work well together and what goes best with what, which is also the main reason we want to have training sessions.
In the meantime, keep improving on your game and I’ll see you guys at the first practice!
Valentine Weirdos February 16, 2008
Posted by f13rysp1r1t in Clan News.add a comment
er, you may have noticed we have become Roses 4 Sweetheart, and all of our nicks have turned quite, quite ghey. xD
I swear it wasn’t my idea! Lone started it! xD
We are now known as (temporarily of course) :
Mally
Molly
Pollycake
Fairyspirit
Lovelyreaction
Pinkstatic
Yanny
I’ll leave you to guess who’s who. xD
