Joint Forces Teamworkday Discussion / Feedback

Pusc
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Re: Joint Forces Teamworkday Discussion / Feedback

Beitragvon Pusc » Mi 11. Dez 2013, 16:00

I only played Fools road as an infantry squad leader on militia side.
My squad lost its momentum too early (we were supposed to attack the Mines), and failed to fully eliminate an enemy squad and defend a nearby fob, while defending hilltop we managed to push them back until they flanked us, defending Militia fortress was fun though, especially the "OMG there's a tank inside the bunker!" part.
The Commander, Mariachi if i remember correctly, did a great job IMO (Even if some of my guys thought he talks too much, fools).
Militia surely lacked stable logistics, we didn't have many fobs and our main supply route has been cut off pretty early by their armored vehicles. British infantry was very skilled to flank us on hilltop, i'd say that was the main reason for losing that flag. Also, nobody was using BMPs and BRDMs.
fecht_niko
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Re: Joint Forces Teamworkday Discussion / Feedback

Beitragvon fecht_niko » Do 12. Dez 2013, 22:06

Marlin: Teams were balanced but I dont know why bluefor lost that hard...
Iron ridge: balanced, really good COM, was fun
I really liked both maps and its teamwork.

Barracuda: Almost whole ARC Team + QRF against 5 WGP + 4 BCG + Publics as Chin...are you serios???
+ Baserape... (mines and LAT)
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[KSK]Ghostfool
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Re: Joint Forces Teamworkday Discussion / Feedback

Beitragvon [KSK]Ghostfool » Fr 13. Dez 2013, 14:23

Iron Ridge: The enemy capped us to bleed...We had too many "Recon/Mines" Squad and just a few Squads in caprange, one squad stayed at the last cappable russian flag even when the enemy capped our first and refused to go away from there ....thats pretty much why we lost the round. Teamplay in general was not bad, but some squads didnt care that much...

Barracuda Our team did a good job to attack Airporttower and than spread over the map to attack the next flag from different directions. One squad was heading from docks to AA Bunker. On their way down to the flag they passed the chinese base, probertly than the baserape happend. Coms was (from what i were told) pretty good.

But i have to say that there is no much space to move and they were not that near at the enemy mainbase. The map is small and if you move one hill more to the south the base is clearly visible. But the problem is that there was no report when the baserape happend, you came in TS like 10 minutes after that happend, all squads were on the flag at this point..not much you can do then.

About the balancing: your team won iron ridge with 150 tickets and managed to cap us to bleed, we won barracuda with 150 tickets (or something like that) while you could defend the chinese base....i really dont see a problem there.


A pitty that only one big [NEW] Member (and i think 1 or 2 [new] was there, teamplay wont get better if no one tries to force it and i think there should be more NEW players on a NEW event. When everyone would leave when the teamplay is not at optimum level the server would be empty pretty fast.... KSK was on one side, neander on the other and there was no drama and adminwork went well, but if you want to have a server full of microphon using teamplayers that dont mess around there should be a solid adminbase to track all the reports.
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Curry-Chicken
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Re: Joint Forces Teamworkday Discussion / Feedback

Beitragvon Curry-Chicken » Fr 20. Dez 2013, 00:02

Great games tonight. After Asad, which IDF won, I suggested to simply swap the teams on Pavlovsk Bay so that IDF will play USMC. I simply forgot that it was the INF layer which is easier for USMC. Great COMMs and teamwork on the US side, great job by the TRANS squad, which resupplied us and keep their choppers up and by the MORTARs, which gave us some great firesupport (cheers KSK). Great coordination by the SL’s, great preparation of the attacks (cutting of the enemy reinforcements) and well cooperating with the other squads. Great job by our commander, he overwatched and coordinated our movement. Sadly during the round the RUS side started to complain. [NEW] decided to balance on the next map (Wanda Shan). PLA was stronger in the beginning but the GER side really wanted to get the Hill Village back. Our deployment was great, MORTARs got up. After GER capped the flag back I decided to fall back to farms. My infantry squad was directly on the Farms flag. We had great MORTAR and ARMOR support, while our APC squad was not interested in teamwork (which the admins changed fast) the TANK squad supported us absolutely amazing. The GER side made some greatly coordinated assaults on our little farm. MORTARs and enemy ARMOR engaged us. We had to count on our team, while I was a bit worried in the beginning, it turned out that they really protected us. The TANK supported us engaging infantry and ARMOR, the MORTARs engaged the targets in the open. Sadly our CAS wasn’t really doing well. As well as on Pavlovsk Bay our team had a great number of spawns on the map (5-7 FOBs + RPs). Our commander was marking stuff on the map and tried to spot as much as possible but was not really handing out orders. The enemy launched a serious attack on the flag close to the end of the round. Their CAS took down our TANK and the AA as well as they stormed the hill with INF. Great moments.
Muttrah, well the map killed pretty much our teams skill. Nobody was communicating, our two LOGIs rushed NC, our MORTARs couldn’t operated till 10mins into the game. It was a bad start but we managed to cap West City Center and then it turned into the typical boring round. We had one single FOB and no AA at all. Our ARMOR tried to support us but they got raped by the cobra. The US side won deserved.
Afterwards I’ve to say I would have loved to see a different map since I believe that the teams were pretty balanced. Like Yamalia or Kozelsk :D

Thanks for admining and joining. Great games!

cheers,
Curry.
0: Asad Khal: INF
1: Pavlovsk Bay INF
2: Wanda Shan STD
3: Muttrah City STD
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ELmariachi: "spread on the Map like Ants on Soda..."
K4on: "Ich gammel hier im Hochsitz aufem Berg, und es regnet in strömen..."
K4on: "Darum bin ich auch so lange online xD"
Pheelz: "wooden pussies"
fecht_niko
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Re: Joint Forces Teamworkday Discussion / Feedback

Beitragvon fecht_niko » Fr 20. Dez 2013, 00:42

Asad Khal HAMAS: Teams werent balanced....
Pavlovsk RU: same weak team on russian side....
Wanda Shan GER: Solo cas, and a lot of rushing Tank/APCs... No real CO but good teamwork with QRF

After balancing:
Muttrah US: very good teamwork with CAS, APC and QRF / NEW INF
Marlin MEC: was fun, even with 50 Players

All in all: BALANCE the teams and dont start that late!
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K4on
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Re: Joint Forces Teamworkday Discussion / Feedback

Beitragvon K4on » Fr 20. Dez 2013, 11:10

Recapping Hill Village by pushing the mechanized enemy back with rushing Tanks and Infantry was lot fun.

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At the end, Squad 4 attacked alone form the south, and a few minutes later Squad 9 attacked alone from the north.
Not very coordinated. We decided to give armor support from the NE alone was also not a good idea, as the enemy's position was not scouted enough before. HAT - boom - game over.

So yeah, if EVERYONE would had just chilled and waited to engage together, round could have been winnable for us - Or just staying around Hill Village to defend, but that would have been to boring for us and the enemy, as two camping teams just suck. (*bad memories on karenz offensive popping up*) Thats why I am glad that we played the way we actually did.

A Commander, or a commanding squadleader would have been nice though.
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Weed-Killer:"MEC just started throwing people at us blindly." from all 4 directions.
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Colonelbruno
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Re: Joint Forces Teamworkday Discussion / Feedback

Beitragvon Colonelbruno » Fr 3. Jan 2014, 15:42

My feedback on yesterdays JFT (02.01.14)


Battle of la Drang → Just last 5 minutes

Saareema → Round started pretty good, at least on US site. Rage was Commander and managed all INF Squads very well! After a while, people on the RUS site just left and it was getting pretty unbalanced and messy in the chat. I can understand the frustration on behalf this situation but I don't understand why NEW should always be responsible for those kind of situations, when a whole clan just leaves without any comment. It is just impossible to manage this situation within a few seconds. I think we can be happy, that our community even reacts and is always willing to have two balanced teams. I don't know any other online multiplayer game commnity, which always tries to keep an eye on this kind of thing. In future, just report that it's unbalanced and be nice. Admins will react on that!

Bijar → Wasn't too bad, but also not very good. From a grunts perspective, we seemed to have lacking in coordination and teamwork. I think it was just a bit unbalanced, but our squad performence wasn't the best either.

Kashan → One of the worst rounds I have ever played in PR. No teamwork at all, whole team (exept ITW) just useless fucking around in main and wasting assets. Embarassing!

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General feedback on JFT


In my opinion we should really consider setting a password! I know that nearly nobody is a fan of this idea, but I think it's the only way to keep the JFT day from dying, becoming a „normal“ public day and losing other clans who were eager to participate in this „event“. Don't get me wrong, normal public matches can be awesome, but it's sometimes a lottery.
So what was the main idea of the JFT? Bringing as many clans as possible together on a normal day with a main focus on Teamplay, Concentration and Discipline! That's what I think, we should focus on. And if there are only 50 players next time on the JFT, I don't mind. I'd rather play with a few people and have good teamwork and communication, than 100 players and no teamwork and communication at all. My plan behind this is, that if we can manage to have a really good teamwork day, the word will be spread to other clans and I guarantee, they will all want to participate in next JFT days.
Honestly, I would be even more extrem and just let players with clan tags, or players with good reputation on the server that day. But I guess, with this idea, I have no followers at all.
Thanks for reading (:
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[KSK]Ghostfool
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Re: Joint Forces Teamworkday Discussion / Feedback

Beitragvon [KSK]Ghostfool » Fr 3. Jan 2014, 16:43

Iam still not fan of a password, but the teamplay on kashan was really bad. One reason was a assetwaster who wasted some transhelicopters. There were reports but no names, so its quite hard to react, then a wrong person got reported and people started to spam when he got timebanned...please try to use names if you want a fast reaction from the admins.

...but that was just one guy, but we had a 5 mann only rifleman squad, a sniper+HAT team that abadoned a track in the hills, no one cared about north village for ages and general coordination was just a mess. The only Squad you could work with was ITW. We had not many Clantags on our side this time, but what means a clantag? Sure in general people are at least kind more organized than a bad public squad, but when i see how known clans or communities behave i dont know if its that much better. Its quite often that a clan who plays regulary on the NEW Server leaves midround when their chopper got shot, they inf squad got wiped out or all of their tanks are gone. How will you manage that? If there would be a passworded, clandominated event i think it will be pretty hard to have enough people every week. I believe it would work, but not every thursday. You need to organize things first and make sure that you have a solid playerbase who will take part. But yeah, why not give a different approach a try. I believe most of this chaos is because of the holidays....
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ELmariachi
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Re: Joint Forces Teamworkday Discussion / Feedback

Beitragvon ELmariachi » Fr 3. Jan 2014, 18:41

Colonelbruno hat geschrieben:In my opinion we should really consider setting a password! I know that nearly nobody is a fan of this idea, but I think it's the only way to keep the JFT day from dying, becoming a „normal“ public day and losing other clans who were eager to participate in this „event“. Don't get me wrong, normal public matches can be awesome, but it's sometimes a lottery.
So what was the main idea of the JFT? Bringing as many clans as possible together on a normal day with a main focus on Teamplay, Concentration and Discipline! That's what I think, we should focus on. And if there are only 50 players next time on the JFT, I don't mind. I'd rather play with a few people and have good teamwork and communication, than 100 players and no teamwork and communication at all. My plan behind this is, that if we can manage to have a really good teamwork day, the word will be spread to other clans and I guarantee, they will all want to participate in next JFT days.
Honestly, I would be even more extrem and just let players with clan tags, or players with good reputation on the server that day. But I guess, with this idea, I have no followers at all.
Thanks for reading (:

Indeed! Thats what i said weeks ago.. :!: i promote a password aswell
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Rage
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Re: Joint Forces Teamworkday Discussion / Feedback

Beitragvon Rage » Sa 4. Jan 2014, 16:42

Im not a fan of the password because as already mentioned i doutb that we get enough people to seed the server but i have no problem to give it try though.

But the most important thing in my opinion, like we saw all night long at the last JFT, is to have coordination (and skill). Depending on some situtaions you can compensate a lack of coordination with skills and vice versa. But on the bottom line the team which is superior in the sum of coordination and skill usally wins.

Coordination you only achieve with communication thats why it is so important in PR and we especially attach great importance to it on JFT!

Bottom line is again a Commander is crucial and if you dont have one you need really good comms among the squadleaders and discipline in marking things on the map. But in my opinion its definitely way better to have a commander in the first place and yous hould have one for every round on both sides at JFT!

So coordination you can always have an influence on it stop whining go commander or start frequent communication, report non-responding squads, non-teamplayer. Whereas the skill factor is kind of difficult to take influence on that. ;)

Of course we can give it a try with the password to sort out some unwanted guests from the beginning but i really have my doubts about seeding the server. If we give it a try we have to assure an easy access to the password together with the rules and the goals of JFT.
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