Match info
| Date | League | Winner | Loser | Score | Type | |||||
| 2007-08-30 | TFL 1a | Nx^ | The Next Level | 627.46 +6.15 |
D | The Decepticons! | 199.79 -6.15 |
50-20  50-30 | Siege Siege |
|
Writeup:
Nx^ over D
SD2 is the prime example as it uses all 3 soldier styles efficiently.
The ramp soldier
This is the King Kong of soldier styles and I definitely, without a doubt
fall under this category. Pounding your fists on your chest, screaming
Bring it on! until you can't speak anymore. This is the soldier that has
fast reflexes and can hit the awkward angles, both near and afar. He has no
hesitation to prime a grenade and will get combos all night long. He'll
sacrifice himself til the bitter end in efforts to take out 2,3,4 guys in
one run. Possibly not THEE most accurate with the RPG, he inflicts huge
damage on everyone that goes past him and has impeccable timing - knowing
when the enemy is about to round a corner. He's able to juggle his opponents
by brute force, and finish them off while turning to take on the next guy.
Non-stop action, this guy really puts bruises on the enemy. Not only that,
but he comms everything - including enemy location as they are approaching
the second line of defense, their health and their class.. IN THAT ORDER! <
that type of comm is very important and goes overlooked 90% of the time.
Give him an RPG and a grenade bag and he'll go all night accumulating 70+
kills per 30 minute round.
Frequently heard to say i killed 3 of them and if only i had a 5th
rocket
The Plank Soldier
This is by far, the smart soldier and he truely is the deciding factor in
a match. He knows when to get the hell out of the way because he has no
resup near him. He keeps his enemies at a distance and makes his route very
difficult to get through.
Not only does he protect his area and delay any opponents from getting
through, he's also giving incoming comms and uses his RPG AND shotgun to put
damage on people nowhere near his location. This soldier is also fast and
able to get back into location quickly. RJ'ing up to his spot is not always
wise (unless pressed for time) because he knows what he goes up there with
is all he's gonna have until he's dead. He also uses nail grenades to his
advantage - wisely, because since he is all by himself, he knows how to
delay an attacking enemy. He may not get a lot of nail grenade kills, but he
will finish them off with the rockets he reloaded while the nail grenade
bought him time.
Overall, he's the smartest soldier in the server. Never wastes a rocket or
health and won't ever get caught *clicking* the rpg because he's run out of
rockets.
Frequently heard to say: Nothing coming from my way.
The Flagroom Soldier
The most beautiful style to watch. This guy never misses a rocket and he
is very selective in his shots and grenades. He is also a very smart soldier
because he knows how to work with his teammates. He provides cover for the
engi and is killing the enemy before they even round the corner. He's paying
attention to who on his team has died, and knows which area is most
vulnerable in that time. He's able to juggle and air shot all night long and
will save the team time and time again.
The flagroom soldier is patient and knows when he should or should not
fire. Definitely not the fastest to shoot the RPG, but definitely the most
accurate and overall efficient in his abilities. He's able to hit long shots
as well as the short ones and truely is the final blow to the enemy. This
guy saves the day time and time again and gives the rest of his team the
confidence to not worry when someone's slipped past them.
Frequently heard saying: The flag is safe.
All in all, these three styles pretty much set the tone for soldier. They
all have their purposes and when combined, they are a force to be feared. Do
NOT let the pickups/pubs encourage you to play ramp soldier everytime if it
simply is not your style. Everyone always wants to be a fucking hero on the
sd2 ramp when in reality, some of those people would do the team so much
more if they played where their style suits them best.
I can't think of one map that doesn't have a spot suited to each of these
styles. Find your niche, and fine tune it by acknowledging what style suits
you best, and then constantly work it over and over again until you are THEE
man for the position.
.
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Far too often, skills are emphasized much more than the ability to play
within a team, as a group, as a teamplayer, as a leader.
The best player in the world isn't much of a team player if he doesn't pay
attention to what's going on with the rest of his team. In fact, he's not
the best player in the world if he doesn't do those things. He has to know
what's going on all over the place, not just his own position but the entire
defense. A lot of times, that just can't happen without proper comms.
So let's say, greatest player ever - d, is in a match and playing
whatever position was assigned to him.
Does it make sense for d to remain in his position when 4 medics are
attacking the other side of the base? What about if there's only 3 confirmed
sightings of the enemy, does it make sense for him to stay then? Two? Where
is the line drawn? How does he know what to do?
Chapter 1
Awareness
Awareness can be defined for both individual play as well as the entire
team's status. This thread talks about the entire team's status and not so
much on just knowing what's happening in your own position, although they do
overlap.
To have complete awareness, you have to know what's going on in the rest
of the base. Places you can't visibly see. Wallhacks aside, the only ways to
know that is to pay attention to 1) comms 2) deaths 3) lack of enemy
sightings.
Comms are by far the easiest way to be up to date. It's extremely
important that the entire defensive team knows how significant communicating
can be. If your team doesn't do that, without being a prick, get everyone on
the same page and let them know why it's so crucial. If each member comms to
confirm how many sighted enemies they have, then that makes your job much
easier to know what to do.
So, player d is playing, let's say the generator of security_r. He hears
i've got 2 medics at the front door. Then he hears from the fr 2 guys
behind the lasers. There is absolutely no reason for player d to remain
standing around doing jack shit when he knows there are 4 enemies on the
other side of the base. d should drop back and help out near the stairs.
Backup the fd guy, give support to the engi on the stairs (just examples).
He shouldn't stand over there being worthless for no apparent reason.
So, let's say he hears 3 confirmed sightings, there's still 1 guy on the
loose and unaccounted for. Well, if you're playing a position like the
generator on security_r, if you know the enemy is running a demoman, then
you have to stay. You can take a look back, see what's happening over there,
and if sheer and utter chaos is happening and the flag is moving, then yes,
go help out. But don't forget, you're over at the gen to defend it from
being blown, so you can't completely leave it - unless of course the flag is
in massive danger of being pulled. You have to have faith in your teammates
to some extent.
Now, let's say the generator has already been blown and there's 1-2
unaccounted enemies still out there. You can't fix the generator. What the
hell are you doing over there? Should you stay there? If you answered yes or
no, then you were 50% correct. Good job. The best thing to do would be to
fall back a little bit. See what's going on, see if your help is necessary,
but ALL THE WHILE keeping an eye on your side and that entrance to the base.
If you turn your back to chase or help out in a position that's behind you,
then you damn fucking well better not let anyone through your position or
you are the HOLE IN THE DAM AND YOU DESERVE TO BE CUT. It's one thing to
help out your teammates when they need it, but it's another thing to waste
time on 1-2 guys that your teammates should be able to handle and then let
1-2 more people through your position because you weren't defending it.
Being in the right place at the right time comes with experience and
common sense. It's no different than tossing that grenade around the corner
and killing someone just out of sheer instinct/internal timing to know the
enemy is there. a'la sd2 ramp.
Also, included in Awareness, yet extremely overlooked is the death
sprites in the upper corner of your screen. Maybe you've got some people on
your team that don't have mics or whatever. If you see that one of your
teammates has gone down and didn't get a kill, then that's a free and legal
wallhack at your disposal. You KNOW there's an enemy over where your
teammate was. There's really no question. This subtle advantage can really
be used and abused particularly by the last line of defense soldiers.
Real quick example because I think you know what I'm talking about:
Player d is positioned in the basement of 2fort. Without any sounds at all
you should know when someone is coming down the spiral or the ele if you see
your teammate has died. All you gotta do is see that sprite to react and be
ready to meet the enemy. Nice and simple.
It may be hard to keep track of all the deaths, especially if you're a
little newer to the game, but I guarantee if you consistently try to be
aware of those deaths, you'll notice more and more of them. After a while
you'll see what's happening not only with the defense, but the offense as
well. Shit, after a while you'll probably be able to give individual stats
if you pay attention to those sprites long enough. Rainman could do it.
The point is, those death sprites are a tool for you to know what's
happening in places you can't see from your position and in a lot of cases
is a signal to you that a teammate's postion has been compromised and that
an enemy is there. If you're a last line of defense soldier, then start
shooting before they round the corner. (fr of sd2 is a good example of that,
or the T on Well)
Next, the 'lack of enemy sightings'.
So, here we have player d - playing whatever position you can think of.
The first few runs after prematch he dystroyed everything and everybody, but
after that, 5 minutes have passed and he's seen maybe 1-2 people. GJ YOU'RE
AWESOME PLAYER d! What next, you gonna stand over there for the remaining 25
minutes and rack up a whopping 12 kills for the round?
Prime example:
Top spiral of op2k1. There's a demoman piping the long hall and there's
another soldier at the short hall. You've been positioned at the top of the
spiral/mini ele area. Rarely do people come up the spiral, but it happens.
Moreso, enemies will attack from the shoop room and try to get to the ele
that way. Some may argue that by staying in that position then you are doing
your assigned job and guaranteeing the fr doesn't have to worry about that
mini ele. On some nights, rarely but occassionally, I might agree with that.
Most of the time, I would dysagree and you would be dysqualified for
dysencion within rank and would probably be dystroyed by me in irc after the
match.
If you're only seeing 1-2 people every 4-5 minutes then lend a hand.
AGAIN, you MUST keep your eye on your position and not be a hole in the dam,
but play the odds. Go where the enemy is attacking strongest. Slide over to
the shoop room, take a quick look around, and then roam back to your
position. If you see a few in the shoop room then help out. It only makes
sense. One guy getting in the mini is less dangerous than 3 getting through
the short/long halls. While you're at it, let your teammates know what's
going on. Tell them, I'm sliding to the shoop room real quick. Hell, I
play the short hall everytime op2k1 is played, and I frequently roam to the
big elevator. Before I do it though i let my flag room know i'm moving to
the big ele for a few. That lets my teammates in the flag room know - the
short hall is unoccupied, keep an eye on it or defend it. Nice and easy.
With a simple and quick transition like that
Sounds
Another free and legal 'wallhack'. First off, to get this out of the way,
get rid of your ax1 you piece of shit. Now.. Best explained through example:
You're playing the T in the rr of Well. You've got an HW at the fd. (all
hypothetical here, don't base strats around half the things I say in here)
You hear that HW out front winding and grinding his AC. He's mowing them
down. Wo0t! UH OH - your HW doesn't have a microphone! What to DO!? - Common
sense - use sound. Whether it be a stereo headset or surround sound system,
whatever you're playing on, if you have left and right channels then you
need to take advantage. It's very easy to hear what side the HW is shooting
on. You can very, very, very easily get kills just by knowing which
direction the HW is shooting. Obviouslly the comm is preferred, but if it's
not there, you should be able to get the kill before they even round the
corner just by paying attention to what direction the HW was shooting.
You'll also get called a wallhacker, which is always fun.
Now, before I slide into the next section, I wanted to add one thing to
this Well scenario I just gave. What if the HW goes down? Here's a small tip
that gives a huge advantage. If you can get that HW to comm to you which
side he spawned on, you should be moving in the opposite direction.
Real quick - HW's on the fd of Well, an enemy kills him. HW comms to you
saying i spawned left. You should immediately start moving to the right.
You already know the HW will get the enemy if they went the other way. This
way, both teammates are working together as efficiently as possible.
Chapter 2
Far too often I see someone with good skills and the mentality of I can
do it all by myself. Sorry, HaZe, but no, ya can't. J/K ZING! Most teams
don't want a solo superstar doing everything because 9 times out of 10, no
matter how many guild tags or shit that person talks, they can't do it all
on their own. Not to mention, most people don't want some cocky bitch
babbling about themselves anyways. To be truely successful, you have to
accept that ok, maybe you're the best player on the team. Maybe you're not.
That doesn't mean a goddamn thing. It's the team that works the best
together that will progress and stick around more than 3 weeks.
You don't necessarily have to be deemed team defensive captain general
or whatever to be a leader. Lead by example. Lead by communication. If you
want people to play a particular way, you can't just bitch at them and say
what they're doing wrong. You gotta work with them. Show them. Explain WHY.
Do all of that without being a conceited know-it-all and you'll soon see
that your teammates are playing with a style similar to your own. That's how
a defense can really accell, by working together instead of single units.
http://img.photobucket.com/albums/v219/timmercuz/tfc%20shit/STAgoldtitle.jpg
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I put this in the defense forums too, but please keep this thread to an
offensive discussion.
Here's Rep's demo on this map vs nok:
http://demogarage.thecatacombs.net/?page=demos&id=699
We can get a good idea of what they'll run defensively, and see what kind
of rotations they use.
Here are the round logs from the match:
http://tda.kulturny.com/logs/524-nok-bases2k3-1/
http://tda.kulturny.com/logs/524-nok-bases2k3-2/
If you want to know what kind of runs their o demo will be making, here's
a good indicator. Here's Phaser playing o demo 8v8 vs Nx. It's 8v8, but you
can still get a good idea of what they'll be doing offensively.
http://demogarage.thecatacombs.net/?page=demos&id=1636





