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#21 |
![]() Join Date: Oct 2012
Posts: 1,277
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#22 |
![]() Join Date: Oct 2010
Posts: 583
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Also I'd suggest putting more emphasis on flags, cause right now they can be as well ignored, as the objective is to kill all the enemy soldiers.
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#23 | |
![]() Join Date: Mar 2015
Posts: 17
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![]() Quote:
-2:41:26 timing mark: What was going on with the comms between squads? We (SQ4) basically put ourselves in a cutoff position for no reason: seems like none of the others squads to the south could look north and check our south under the hill. Although I couldn't hear SL chat, there seemed to be a lack of coordination between squads. We could have very well set up a defensive formation more to the south so that we would only have to cover North and West, instead of North, West and South due to the gigantic gap between us and the other squads on the flag - did nobody think about this? Then, in case things got serious, at the very best we could fall back south, while friendly squads would cover, instead of being surrounded from every direction (out-of-bounds to the East) and alone. -2:39:00 *Squad hears enemy APC approaching* -> *Everyone panics and we're ordered to run*. We could have hold the line, having the AT's ready, or try regrouping to the north, since nobody was having contact to the north, and then watch south from a better location. Again, a few seconds wasted to think about something to do would've been better than having a full LATE desperate retreat while we had absolutely no intel nor visibility of that enemy squad flaking from the south. Uh, I just felt like this event wasn't so organized like the last one at Grozny. Nice wide flanking maneuver SQ8 and SQ1 though. Hope to watch this from other ppl perspective, since the one from SQ4 felt pretty dull and frustrating. And bold maneuver from RU SQ1 as well, getting us from the south - although it was greatly assisted from our team lack of coordination, it was well executed. Great use of mechanized infantry, suppressing and flanking. Hope we can make better strategies and know when to pull back and relocate in future matches. | |
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Last edited by Arch3rAc3; 2017-10-22 at 23:27..
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#24 |
![]() Join Date: Oct 2012
Posts: 1,277
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I don't know the situation on the frontline, so I put trust in SL's to make decision in the area of operation. Also the map vas very CQB, and therefore more hectic than maybe expected.
As for the flags, why are they useless? You get 200 tickets per event, you get bleed on end flags AND each flag is worth (100/number of flags), in this case we had 25 tickets lost per flag lost. So if RU capped East City and Station, they would take 50 tickets off GER, and in the process they would have to kill 2 squads, which is additional 30. However, if those two squads would pull back to main in order to launch a counteroffensive, GER would "only" lose 50 tickets for flags, but you would have 16 soldiers ready for a counterattack with RU supplies streched out. In this event flags were EVEN MORE important as RU spawned the vehicles upon capping the second flag. If germans could prevent NW fields from capping, we wouldnt have the BMP ingame. And so on and so on... |
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#25 |
![]() Join Date: Oct 2010
Posts: 583
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I only played for the last 3 events, but all of them ended due to kills, not the points. Was it different in earlier events? Cause I couldn't find trackers for them.
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#26 | |
![]() Join Date: Oct 2012
Posts: 1,277
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Sahel ended 94-0. Silent Eagle also ended on tickets. If a side gets wiped out, its their goddamn fault for pushing and nit retreating. Listen, the timer is 3 hrs, not everybody needs to die in the first 30 minutes, there can be stalemates or retreats, ceasefires, you name it. But PR mentality is RUUUSHH BBBB and this is how it is when nobody yield.
Its a perfect balance, whatever i can change will make rounds shorter, but if it stays like this, its ON THE PLAYER who decides how long it will be or how it will end. Technically NOONE has to die for the game to end. Hate the player, not the game. And I am the game. Actually Lemmy wrote this just for me. Quote:
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Last edited by Heavy Death; 2017-10-23 at 15:44..
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#27 | |
![]() Join Date: Mar 2015
Posts: 17
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![]() Quote:
Either this, or COs should function like a Commander, ordering every squad leader on what to do (like if he was playing a match of Total War and we are each individual unit). Therefore, if the CO sees a huge gap between two friendly squads, leaving one cutoff from another in case contact was made with the enemy, the CO should oblige one of the Squads to move, while the respective SL wouldn't have the option to refuse directly. | |
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#28 |
![]() Join Date: Oct 2012
Posts: 1,277
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I cannot get 2 COs, how do you expecte to find 15 squadleads...
It is in the rules that CO has the ability to order everyone around and any insubordination is punished by kick. Its all in the players. I cannit make players better. |
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#29 |
![]() Join Date: Oct 2012
Posts: 1,277
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Missclick. Delete pls.
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Tags |
1800, 2017, 22nd, affair, event, foreign, october, onelife, presents, prt, prta |
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