League Fixtures April 14, 2008
Posted by r4malice in Clan News.add a comment
1: [Cm1]
2: *auR
3: -V- Co.
4: H2H<3
5: Aww.
6: Invicta
7: [FGi]
8: |S’un|
9:
10: [Nods]™
11: {Vice#}
12: eXc|
13: [tMg.tf2]
14:
League Team Roster:
Mou5e
Ma|ice
LoneReaction
YanHao
PinkStatic
f13rsp1r1t
Zhan
-to be edited later when we can change the roster-
Things of note:
Weeks 2, 3 and 4 rock!
Welcome Zhan to the r4 family! He strengthens the r4 line up, given us that much needed manpower boost!
Upcoming League March 25, 2008
Posted by mou5e in Clan News.add a comment
Hey guys, as u all know, we have registered for the upcoming Gamesync 6v6 TF2 League.
Not too sure when it will start but do start making weekend free cause the matches will be held on Friday, Saturday or Sunday on the 2 clan free time.
Also we will be starting our training session. Situation training, map details, naming, etc. You say it, we do it.
We should be also scrimming as regularly as possible to improve the clan overall performance as well.
So so. try to make time. =D
<3
r4 Day out March 9, 2008
Posted by mou5e in Clan News.8 comments
To cut the long story short. The entire r4 met up today (sat, 080308) ( yes if u are really wondering, i mean everyone. Malice, Link, Portal, Yan, Fiery, Lone and Mou5e).
Where to: IT Fair @ Suntec City
Lunch over at BK without fiery ( As he went off with his friend to walk the fair first)
From left to right: PinkStatic, PortalCake, YanHao, LoneReaction
Here comes the most interesting part of the day….
After some walking time, leaving with only 4 of us (yan, mouse, portal and malice), we headed towards the arcade and pool in marina sq.
Outcome of the pool game (yan did not play):
1st. PortalCake (3 wins out of 4 games)
2nd. Mou5e (2 wins out of 4 games)
LAST !! Malice (1 win out of 4 games) (Your soldier is better than mine, but my pool own u. =D)
=D Hurray to malice being last. He cant shoot balls for good. =X
And this is Ma|ice. (Youngest r4 member)
PS. Sorry fiery, i did not manage to get a pic of u before u left.
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
<!
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
<!
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
