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Old 12-05-2005, 01:16 AM   #16 (permalink)
 
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Re: Karkand 04 MEC

The new guys do get impatient and want action 24/7... Whenever a defend order is issued I see new people wandering around, leaving squad. They were enjoying it so much until we have a defend order...

LEARN TG ers tell them it is good to defend...
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Old 12-05-2005, 01:20 AM   #17 (permalink)
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Re: Karkand 04 MEC

I actually quite like it without bleed. Theres still a "bleed" when you dont have it turned on because you get that "bleed" based on what flags you have. For instance, the factory and suburb are good places to have because you can get easy kills from those CPs. I have never seen a team lose tickets faster than the other team if they have the suburb and at least a few other flags to spread out everyone.
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Old 12-05-2005, 01:34 AM   #18 (permalink)
 
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Re: Karkand 04 MEC

I was commanding a USMC squad for quite a while (which I'm not good at), and we generally did alright. A few times our CO tried to send us off on crazy assignments, but we were usually effective. I would have tried to get somebody else to SL, but the action was generally too fast.

It was a great deal of fun - at one point, I took my squad across the river to take the Warehouse, which turned into something of a staging point for the USMC. At that point, my squad members wanted to go for the factory, so I gave them my OK, as some of them wore the TG tag, I figured they knew what they were doing. Then, when we got concrete orders to hold the Warehouse while other squads were going after the Factory, one of my squadmembers said, "this squad sucks!" before leaving.

I didn't appreciate that so much, as I was trying as much as I could to actually lead a squad rather than just be a spawn point, but it's hard. So, a brief aside (I might start a thread about this, actually), if your SL isn't very good, especially if his handle is EasyMark, please give advice and tips rather than just dumping snide comments and bugging out. We're not all in the 1337th.

Anyway, great fun, a lot of action, and some hard-core firefights back and forth. Great night!
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Old 12-05-2005, 01:38 AM   #19 (permalink)
 
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Re: Karkand 04 MEC

I agree. I try to give what advice i can to a newer squad leader, jet pilot, helo pilot/gunner, etc. I doubt that whoever said that really gets what TG is all about.
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Old 12-05-2005, 01:56 AM   #20 (permalink)
 
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Re: Karkand 04 MEC

Quote:
Originally Posted by Steel_Penguin
Everything went fine until Born_Brittle tried to drop C4 off the roof. One of them had stuck on the edge of the building and when he blew it it took out the whole squad.
I remember hearing that explosion, seeing the kills pop up in my HUD, and thinking "what the hell?!" That cracked me up!
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Old 12-05-2005, 02:00 AM   #21 (permalink)
 
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Re: Karkand 04 MEC

I kinda went a little Deveran with the angry after that for a minute though . I was really hoping to get that flag.
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Old 12-05-2005, 09:08 AM   #22 (permalink)
 
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Re: Karkand 04 MEC

one of my squadmembers said, "this squad sucks!" before leaving.

if your SL isn't very good, especially if his handle is EasyMark, please give advice and tips rather than just dumping snide comments and bugging out. We're not all in the 1337th.
QUOTE]


Was it a 1337th member who said this??
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Old 12-05-2005, 09:58 AM   #23 (permalink)
 
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Re: Karkand 04 MEC

Thanks for the compliments, the MEC was doing good last night. We took Wake Island right after that.

I was on the edge of my seat during the rush on the factory, I am glad they took the Warehouse though. Its easy to defend the flag but to move out of it is a pain since there are only two exits. I lead increased by 30 tickets because of the warehouse.

The key to MEC is to hold the east and one point on the west.

I got some of my largest artillery kills ever that game. At one time it seemed like they just kept scrolling.

Perry, yeah I kept trying to find tactful ways to keep squad 3 occupied. They kept wanting to switch with 6 but I knew 6 was seeing less action and if they didnt want to defend the river they definetly would not want to be on defense on the surburb. Since Karkand has the HOLD ALL for bleed thing its useless to try to take every point. The Train Wreck is fools gold, along with several others on the west. The surburbs is the best point, followed by the square for defensibility.

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Old 12-05-2005, 10:51 PM   #24 (permalink)
 
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Re: Karkand 04 MEC

Azreal, you did awesome Co'ing as usual. This was one of the better games I've been involved in for awhile.

Great job to everyone in my squad for this map (Squad 2):

Snail88
Jayhawk
LtMeegan
Delta_Swift
loneranger45

Eveyone did an excellent job holding the south side of the east. We flung back many attempts to cross, including one I thought for sure we would lose when the USMC massed across. After that we defended the Factory base from constant attack once the USMC had the warehouse, and slowly rolled them back to the west.

Great job guys, one of the best squads I've been in.
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